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Resident Evil clone made in Unity Javascript teaser

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  • ajrich17901
    replied
    So far so awesome, looking forward to seeing where this goes

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  • Mikhail
    replied
    One step closer to running a fully customizable re engine on OpenGL ES :-)
    Last edited by Mikhail; 08-25-2015, 11:59 PM.

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  • VirusPunk
    replied
    Implemented RE style aiming, attacking, and weapon on the fly switching for the knife only for now. Although, any other weapon is just as simple as copy/pasting the block and adjusting the variables as I see fit. Once I implement on collision hit detection with an enemy, I'll post a video showing the new implementations. For now here are some screenshots demonstrating aiming down, up, forward, and holding the position. The animation transitions between between the aiming actions are a bit jumpy as well, so I'll have to fine tune it before I post another teaser video. ;)

    In case you guys are wondering why it's not Hunk anymore and looks a bit different, I started the project over with the old code saved of course. Mainly due to the fact I had the scaling off, and I wanted to switch to 1.5 animations.









    The weapon system works just like the leaked Biohazard 1 beta where you press a key to change the weapon on the fly. Example: 0 = unarmed, 1 = knife. When you change to the respective weapon the model part changes to that respective model piece just like in RE.

    The code was also fine tuned to act as a universal controller, in other words; if you imported say Elza's model with her model piece names the same as Leon's and her animation names the same, she would work with the player script perfectly without having to change a thing. This will definitely come in handy when I decide to implement a character select feature.
    Last edited by VirusPunk; 08-25-2015, 08:01 PM.

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  • Akimbo
    replied
    Looking good man, I'm looking forward to seeing more!

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  • VirusPunk
    replied
    Originally posted by Gemini View Post
    There is a bit more to that. Most of the authentic feeling comes from speed values and interpolation (bezier is usually the best, but the original used linear). You need to interpolate the key frames when an entity is moving to a new state and you also interpolate rapid placement shifting, which RE games do a lot. As for other speed values, turning is the most variable, since it depends both on the character and the weapon you've got equipped. Most of these values are, however, hardcoded and not found inside entity file data.
    In the case of my script, I have a variable setup for turn-speed, so whatever action block in my script that requires a different turn speed value can simply be defined by adding a different value for that variable in the block (as an example, if the player is holding a shotgun, the variable will be lowered), same with the overall forward/backward movement speed. Thanks for the reminder about that stuff, though. The current video demonstrates the game running with anti-aliasing and anisotropic texture filtering, this will of course be disabled to preserve a more PS1 quality.

    Originally posted by Deathlygasm View Post
    Dude freaking awesome! Looks so close to RE1
    Greatly appreciated!

    Originally posted by MarkGrass View Post
    I have to agree! Without them, you'd have nothing more than a fancy background viewer.

    Best of luck to you, Virus Punk!
    Exactly. Much obliged.

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  • MeganGrass
    replied
    Originally posted by VirusPunk View Post
    I think the official animations play a key role in getting that official RE feeling, which pretty much all of those other Unity projects are lacking.
    I have to agree! Without them, you'd have nothing more than a fancy background viewer.

    Best of luck to you, Virus Punk!

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  • Deathlygasm
    replied
    Dude freaking awesome! Looks so close to RE1

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  • Gemini
    replied
    Originally posted by VirusPunk View Post
    I think the official animations play a key role in getting that official RE feeling, which pretty much all of those other Unity projects are lacking.
    There is a bit more to that. Most of the authentic feeling comes from speed values and interpolation (bezier is usually the best, but the original used linear). You need to interpolate the key frames when an entity is moving to a new state and you also interpolate rapid placement shifting, which RE games do a lot. As for other speed values, turning is the most variable, since it depends both on the character and the weapon you've got equipped. Most of these values are, however, hardcoded and not found inside entity file data.

    Leave a comment:


  • chrisliam2
    replied
    wow cool well done ! looking forward to seeing the aiming and shooting

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  • VirusPunk
    replied
    Originally posted by Gemini View Post
    Not bad at all. Looks like a solid start to me, especially after a ton Unity clones that just don't cut it.
    Thanks, I appreciate it! Yep. I think the official animations play a key role in getting that official RE feeling, which pretty much all of those other Unity projects are lacking.

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  • Gemini
    replied
    Not bad at all. Looks like a solid start to me, especially after a ton Unity clones that just don't cut it.

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  • Resident Evil clone made in Unity Javascript teaser

    For the past few days I've been learning the ropes around Unity Javascript and managed to whip up a clone of Resident Evil. It's still far from finished, but the core gameplay controls and animations have been ported over to Unity from Resident Evil 2 with near perfect accuracy. I can't promise to complete anything beyond what you'd find in the Biohazard 10/4/95 build, as anything otherwise would be a bit too ambitious, but the main goal is to provide a working template to serve as a starting point for the RE community so people can download the source and create their own Resident Evil style games with ease without having to mod and mess around in the original games. So once the core engine is finished, users will be able to add on to the features if they so desire provided they know Javascript and/or C#. In addition to releasing the source code, I will be making in depth step by step tutorials on how to translate camera placements and orientation from Max to Unity as well as properly setting up backgrounds in your scenes and triggering camera switch zones.

    Latest update video as of 9-10-2015:


    List of features (so far):
    - 2.5D pre-rendered static backgrounds.
    - Instant camera switch zone controls.
    - Hidden 3D geometry used for collisions.
    - Official idle, walk, run animations ported over from RE2 Hunk model.
    - Core RE emulated movement controls such as rotating left and right while playing the walk animation, left-shift to run, run limited to just initiating while moving forward, moving along collisions, etc.
    - Debug player coordinates system /w official RE2 debug font. ;)
    - Background music.

    List of features soon to come:
    - Aiming and shooting.
    - On the fly weapon change system based on variables.
    - Enemy zombie AI who can walk towards, grab and bite the player, etc and be shot at by the player.
    - Real time condition status HUD display.
    - Footstep audio arrays (plays a different footstep sound depending on the room).
    Last edited by VirusPunk; 09-10-2015, 08:28 AM. Reason: New video update!
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