Apocalypse Survival: Interior/Exterior

Brought back Apocalypse Survival but now with a better look.
I´ll add the story later because the gamelpay mechanics are more important at the beginning.
You can watch the video here:

The beginning of the inventory system.

In this display I´ll add a inventory, character stats, lvl, exp points, (crafting) and quests.

Here is a video about equipping the weapon:

Might I suggest less recoil on the rifle? If you shoot too fast it looks weird.

You´re right!
This was just a full single-shot animation I cutted off.
I work on the animation :slight_smile:

Nice work, keep at it,

I extended the inventory system witch a item-select-screen and you can pick up items.

I made some big progress in apocalypse survival:

  • arm movement
  • hunting rifle
  • borderlands styled looting
  • NPC (WIP)
  • npc interaction(fallout style!)
  • and many other little things…

The game works with 60fps Fraps took a bit of my processing power

Added radiation:

In the properties you can see the radiation gets higher

Looking good. :cool:

Thank you :slight_smile:

Yeah it finaly arived :)!
The brand new Comp-Buddy 100.4 !!!

It helps you with everything!!!

  • it shows you your inventory
  • you can check your stats
  • a map is also included
  • you´ve forgot what to do? No problem! There is also a section for your quests!



Doesn´t it look beautiful? Yeah it does!

This is the model for the Comp-Buddy in the next updates I implement it with all the features.

What do you think about it???

Working on the inventory system. There are still some bugs.

Oh no! The bullets aren’t raycast! :open_mouth: The world has come to an end as we know it.

Pretty cool pip-boy… er I mean Comp-buddy

you can fire physical projectiles that are ghost, and cast rays based on world li,ear velocity, and on ray collision move the bullet to the hitpoint the next
frame and never miss any collisions, and apply the same physics using applyImpulse on the hit object. check out archery demo in resources.

you can buy a real pip boy soon, Rufus cuffs

I am doing the same thing with objects set to no collision with motion actuators and radar sensors to detect collision, I can set the bullets to really high velocitys and, for the most part, it works well.

this casts a ray that is longer the faster the bullet goes…

this way you can arc projectiles, etc. (and sniper bullets drop over time etc)

I assume you would cast a ray from the bullet every update? That’s expensive. :RocknRoll: Long range shooting is the only place where bullet drop would have a big impact. Cast one ray and call it good me thinks.

If a gun is zeroed at 100 yards, then you will be shooting low at any distance closer and you may actually shoot high past that. You’d have to zero at the critical point of the arc to shoot low everywhere after the zeroed range. But 100 yards is a big distance for a game. A 5.56 nato round that hit the critical point in the arc would take about 65 yards to drop 1 inch.

In the first picture if you zeroed at 100 yards, at 110 yards you’d be hitting high. Bullet drop is not easy to simulate realistically. Maybe you could let the player zero the gun :stuck_out_tongue: Ridiculous realism mode! I would just go ray cast. Do you want the player to have to hold 2 inches over their target at 10 yards then 2 inches under at 150 yards? :no:

You could have the bullet go straight out the barrel, but then every shot is low. :frowning:

http://www.box.net/shared/static/xuhqpttxnv.jpg

25 meter zero

http://www.box.net/shared/static/f2aede6t0d.jpg

50 meter zero

http://www.box.net/shared/static/8xved8kfrm.jpg

Another good one with 25,50, and 100 meter zeros

http://www.box.net/shared/static/c0dvpkdudy.jpg

LAST ONE I SWEAR. Good to look at, 300 meter zero. You hit where you zeroed after the peak. You’re also zeroed for 30ish yards. (there is such a thing as zeroing an AK at 14 meters and having the gun zeroed at 100 meters.)

http://www.box.net/shared/static/yleso2f74i.jpg

I thought you would write something about the inventory-system that is made out of logic bricks :cool:.
For the shooting I use a simple projectile as a sensor to detect the object it collides and a little cube with a slow parent to the actual projectile for the bullet impact. I have the second object for when you shoot on a object that it has a physical impact on it.
The sensor projectile is for detecting npcs and then deleting the impact bullet.
I don’t know if it make much sense but I just played around and this is what happend.

Playing a little bit:

New weapon: