Virtual Warfighter Update #10 Need for (sprint)speed
Hey guys, feast your eyes on another release of Virtual Warfighter!
This release doesn't have an overarching theme, and consists of some miscellaneous features. Below is a list of the larger features that have been implemented. Sway & jolt
We felt that we wanted to reduce the effectiveness of shooting while moving artificially, so we added some sway to the weapon and a jolt with each footstep. https://youtu.be/tzNvG8t-mfc?t=5 Sprint
It is now possible to sprint using the touchpad. We've also made some changes to movement, for example when holding weapon horizontally there is a speed penalty. https://youtu.be/tzNvG8t-mfc?t=81 New map - Route 66
This version is a work-in-progress, which means that map design isn't fully set, and there is a lot of missing detail. We're excited to release our first fully custom map, which as a bonus has large open spaces for long range action. https://youtu.be/tzNvG8t-mfc?t=160 New Weapon - PDW
Comes with a new nifty type of magazine, which is attached in a fully physical way. https://youtu.be/tzNvG8t-mfc?t=436 New Impact effects
We have changed our impact effects and added sounds on impact. Adds a ton of immersion when being shot. We will also work on supression and incoming fire effects in upcoming updates. https://youtu.be/tzNvG8t-mfc?t=533 Update to Unity 2017
Using the new mixed mode lighting improves visual quality greatly for baked light by adding specularity. https://youtu.be/tzNvG8t-mfc?t=568
The update video in its whole can be found here: https://youtu.be/tzNvG8t-mfc
Otherwise most of our energy is directed towards creating the best possible AI system. The AI on a map is split into groups / fireteams and act according to known intel and orders from a "Director" AI. This design allows us to implement bots without preternatural knowledge, that can act together in basic ways, which leads to more dynamic, emergent gameplay. For example, the AI doesn't act on a players exact location unless it has visual line of sight of the player.
submitted by MDADigital
Virtual Warfighter Update 7 Conquest!
Hey guys. It's that time of month that we know you guys are waiting for, another update of Virtual Warfighter! This time around we bring you a Conquest/Domination/King of the hill type game mode. It's lots of fun!
We have added a new ingame lobby spawn selector map, we have also fixed a mechanism for protecting the main spawns from base rape. And lastly off course a mechanic to cap base flags.
A huge part of this update has been securing balance on the existing maps, so we have remodeled two of our maps, Subway and Precinct 13. Subway has gotten a new entry to avoid choke point and it has also gotten a new building type with interior which will bring some awesome fire fights!
The Precinct 13 map has gotten a new floor and a stair case connecting the two floors.
Here is a quick update video: https://youtu.be/ijP4yWjkJNw
Also dont miss the gameplay video we uploaded earlier: https://www.youtube.com/watch?v=HVYXu8weYY4
We are now starting to work on first person hands and single player / coop bots!
submitted by MDADigital