Advanced Enemy AI
Psuedo RNG Table for:Damage/Painchance/Resurrection/Crit
damage = ((P_Random() % 8) + 1) * base_damage
Crit Damage (RNG Based *Can be Disabled*)
Difficulty Settings (Can I Play?, Casual, Normal, Nightmare)
Double Ammo (Can I Play + Nightmare Difficulty Only)
Fast Enemies (Monsters *Nightmare Difficulty Default*)
Enemy Ranged / Melee Attacks (RNG + Timer Based)
Enemy Reaction Time Threshold (Timer Based)
Enemy Raycast Vision (Timer Based)
REAL Enemy Sound Detection (Sound + Timer Based)
Enemy Pain Chance (RNG Based)
Enemy Resurrection (RNG Based)
Damaging Floors (RNG Based)
Enemy (Monster) InFighting (can choose targets)
Randomized Death Animations
Water Shader (Depth / Refraction)
Powerups / Items
Berzerk (10x Fists Damage)
Invulnerability
Partial Invisiblity
(reduces hitscan accuracy byadditional 33%)
*depends on difficulty*
Augmented Reality Headset(Turns Up All Lights)
Radiation Suit (Protection fromDamaging Floors)
Mini Map
AutoMap (Not Working Yet)
Teleporter (Working)
Helmet (Armor Bonus)
Stimpack/ Medpack
SuperCharge/MegaSphere
Updated Player HUD
Pain Screen / Fall Damage Screen
Added Kills/Secrets/Items CounterKeycards coming soon
All Powerups Have Overlays
Some Powerups change the Shaders
(Partial Invis / Invulnerability / Berzerk)
Optimizations
Occlusion Culling
Enabled Separate CPU Thread(for Physics)
Enabled Physics Interpolation
Tick Rate = 60
Optimizations to Code
1.2 Updates and Earlier Below
Last Updates
Basic HUD
Basic Enemy AI + 2D Sprite Animations
Health
Armor (Armor, Combat Armor, Mega Armor)
Armor = absorbs 1/3 the damage / rest dealt to player
Combat Armor = absorbs 50% of the damage / 50% dealt to player
Mega Armor = absorbs 100% of the damage
Power Ups
Stimpack Small
Medpack
HealthPack
Ammo + Weapon Pickups now share stored ammo from ammo group
(it works in conjunction with your weapon’s ammo resource dynamically)
Procedural Recoil for all Weapons (Customizable)
Climbing Animation
Powerups / Items
Berzerk (10x Fists Damage)
Invulnerability
Partial Invisiblity
(reduces hitscan accuracy byadditional 33%)
*depends on difficulty*
Augmented Reality Headset(Turns Up All Lights)
Radiation Suit (Protection fromDamaging Floors)
Mini Map
AutoMap (Not Working Yet)
Teleporter (Working)
Helmet (Armor Bonus)
Stimpack/ Medpack
SuperCharge/MegaSphere
Updated Player HUD
Pain Screen / Fall Damage Screen
Added Kills/Secrets/Items CounterKeycards coming soon
All Powerups Have Overlays
Some Powerups change the Shaders
(Partial Invis / Invulnerability / Berzerk)
Optimizations
Occlusion Culling
Enabled Separate CPU Thread(for Physics)
Enabled Physics Interpolation
Tick Rate = 60
Optimizations to Code
1.2 Update:
Weapon Spray Patterns (Dynamic and Customizable)
Muzzle Flashes (Dynamic and Customizable)
Weapon Heat and Fire Rate
Shared / Stored Ammo System (Pistol Ammo, Shotgun Ammo, SMG Ammo, Rifle Ammo, ect)
Shotguns and Randomized Spread
Fast Weapon Switching (Doom Style)
Animation Cancel (Reload) (Doom Style)
New Animations: Idle, Inspect, Death
Coyote Time
Crouch Jump / ADS / HUD / Player Stats and more… next
Previous FPS Controller Video:
Dynamic Weapon System
FPS Rig with Weapon pick up and Drops
Smart Doors / Physics Doors
Akimbo Weapons
Muzzle Flash, Projectiles, Dual Projectiles
Dynamic Sound Manager 2D/3D Audio
Transition Controller
Player State Machine
Rocket Jump
Unlockable Abilities:
dashing (tracer)
wallrunning (lucio)
climbing
leaning
sprinting
sliding
jumping
double jumping and more
Voir sur youtube