I thought I’d post a link to my first game test with blender. It’s the beginning of a side scrolling shoot-em-up, with an FPS style weapon system. I’ve mainly been learning stuff by poking around in demos I’ve found, so maybe someone might learn something from this. If you follow the Logic Brick paths, hopefully it makes sense.
A quick rundown of the system:
The Weapon controller: An empty actor that contains the weapon cycling property and weapon availability. I separated the gun cycling from the ship movement so it would be a bit less confusing. The movement is all in the Armature.
Guns: Each gun has property to tell if it’s armed, and how much ammo there is. The weapons are individual objects parented to the proper fist for animation. I experimented with change Mesh and Add object, but this system worked best for me. Sorry for the lack of loading animations.
Weapon Pickups: When you pick up a weapon, it automatically arms and gives you a set amount of ammo. An ammo clip pickup would be similarly set up, but only link to the particular weapon’s FullClip property.
Although the system is set up in a shmup, it could easily be mapped to a First Person Shooter or 3rd person game, since the weapons are parented to the arm bones, and fire wherever they are pointed.
It’s made in 2.37a, and looks a bit odd in 2.25. The textures are currently 512x512. Apologies for the textureless weapons. If anyone has questions, problems, or comments, let me know.