SamuKata
anb_seth
anb_seth

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Gunman Contracts - Stand Alone - quick update - 01

Hi all, since I am running again a little late for a new vid (which will drop probably the next few days, fingers crossed!) here for you a little update on my progress this month:

- Added an Auto-Shotgun, bringing my range of weapontypes to 4 (pistols, smg, rifle, shotgun). Knifes are already in aswell, but so far not finalized.

- Two kind of Silencers added. They wont do any things differently, just for visual appeal ^^ ... Silencers can be applied to all weapons except the shotgun. Enemies wont react to silenced shots, unless you are really close, so it will be possible to play some contracts completely as a ghost (or at least I intend to make that possible)

- Bullet penetration finalized. Now every bullet can penetrate through all kind of materials (metal, wood, glass, stone, cardboard, human tissue ^^ etc.). Every material will affect the bullet differently, making a 9mm go easy through 4 boards of wood, yet rarely make it through more than 1 solid stone plate.

- Added an test area to my "gunrange map" to showcase the bullet penetration feature.

- Added an enemy patrolling feature, so enemies will have a set of waypoints they will freely choose to navigate an area with, looking for, well, you. I am not yet sure how deep I will take this feature to coming contracts, but it does promise to be an interesting setup for a silenced hunt down approach ^^

- Added an enemy face-off area to my "gunrange map". This is for a little demo game in which you have to clean a set or corridors and rooms from enemies, which are patrolling. Still very early since the AI still needs improvement, so for now, this area is mostly a good way for me to iron out the kinks in the scripts.

- Extra-realtime-lights added. Since working with Unity URP, I aim to make this game run as smooth and fast as possible on pretty much all machines, but at the same time I dont want the game to look cheap! So the lighting of each map will be baked, but to up the visual side of things, I have added a system that lets me bring in lots and lots of realtime lights and shadows to every map. This can also easily be switched on/off via options to provide some flexibility. That being said: realtime lights are a real treat and should be kept enabled whenever possible ^^ (sidenote: I am running the game on a 1070 GTX notebook full detail very smooth.)

- And last but not least: a teleport function!

Ok, thats it in a nutshell. There has been more going on behind the curtains, like an overhaul of the enemy ragdoll and hit system etc., but yeah, for the most part, I am still having a blast working on this thing. And once again, thank you to each and everyone of you! Pretty much all of my Patreon income has gone into the purchase of assets that will make this game possible!

Thanks for your support, you are the best!

Cheers,

ANB_Seth

Comments

Really excited about the Stand Alone work. From the first playthrough of Contracts 1. I felt this could make a great standalone game. Keep up the good work!

thank you (and welcome on board)! I hope it will :-) ... the VR gaming market seems to be getting a bit of new wind atm, with bonelab and psvr2 etc. So many great titles coming. Which is great, but it can feel a bit heavy and discouraging at times when working on something on an indie, more beginner kind of project, since I do feel to be in competition with all of the big names nonetheless XD ... so thanks for the comment :-) just hope I will make some players smile when its out.


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