A long time ago, I really wanted to make a 3D shooter game in codea. That was when I was starting learning codea and I didn’t know much so it turned out to be a horrible 2d shooter with loads of bugs. Recently(Well not that recent) I picked up the idea again. At that point I gained more knowledge with 3D etc. So, after countless hours of work, I have finished with my first stable beta build of the game.
The game features:
A menu
Working options screen
1 playable map,
Full character movement(Walking, Jumping etc.),
Randomly occurring opponents,
Health and damage,
7 different weapons
I will post a video tomorrow because I have worked a lot today to get to a stable build.
The code is a bit to big to post(57,389 lines of code)
I plan to add:
A campaign mode,
A multiplayer mode,
Zombies mode
Hmm… I was testing the game for what I hoped was the last time for today, but there seems to be a bug. I have fences around the map which block you from getting out, but if you touch the wall and shoot the gun, you start flying upward. I guess I’m not going to have any relaxation time tonight.
Update: I’m redoing the art completely, my friend is going to draw it by hand, take a picture of it and when 1.4 comes upload it via Dropbox. This might delay the video a bit but I’m working on it!
And we also noticed that if your battery is lower than 50%(only tested on iPad 2) you get very low fps. There is a long wait time between clicking play and the game starting so where working on a loading screen. Also, is there going to be(in 1.4) the option to import music/sounds via Dropbox? It would best to know so we can plan.
I’m only assuming that my approach of using 2D translate, rotate and scale will still work even if your main game is rendered in 3D. Can anyone else confirm this? (If not I’ll try adding some 3D to the demo app and see what happens!)
I did a quick test last night and the split screen approach I used doesn’t work OOTB when rendering 3D stuff. Might be that you’d need to use 3D transformations (on the model or the camera(s)) instead of 2D ones if you took that approach.
Are you sure about those FPS numbers? The 3rd gen ipad running the same code slower than a 1st gen?, I know you’ve got 4x the screen to fill but even still the GPU in the 3rd gen is supposed to be a LOT faster at pure fill rate?
Woah! Thanks for all the feedback @KMEB, We are working on this project with multiple people so I can’t really answer your question about the format right now but when the person that’s working on the models and such stops by, I will ask. @TechDojo, We will check the numbers again later.
Update:
Our art designer has finished the main character and is currently working on buildings. We have a loading screen set up but it needs work. I also found a post about a achievement system and we might incroporate that.
@KMEB Nice job considering your time limit… We’ve been working on this for months!
Huge Update: We will be posting a video when 1.4 so we can demo the multiplayer. We removed some unnecessary rendering code and now the fps is IPad 1-18 IPad 2- 23 IPad 3- 24. We have also added perks that have a 1/10 chance of dropping when killing a enemy, the current perks are speed boost, and airdrop(care package). We have also added planes but the only one so far is the airdrop. It can either drop Ammo, SpeedBoost or another airdrop. For now the perks and airdrop don’t have very good textures but where working on it. We have also changed how enemies spawned. They originally spawned in either 2 places, now they can spawn in either 10 places. We have also added a shotgun like KMEB’s video, and when you reload the gray top part shifts backwards then forwards simulating reloading. We also have finally got a loading screen with a random message/tip being displayed on the bottom.
Like always, Feedback/Suggestions is greatly appreciated!