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Everything posted by Johannes

  1. Johannes


    Introduction Hi, I'm Johannes Nienaber, the developer for Grunt1914. I have developed this title over the course of the last three years. In that time there has been a lot of changes and decisions toward the game and its development. At first the game was meant to have a faster development cycle but the project grew over time and became much larger than originally anticipated. Right now the game is using @themars2011's FPS MP kit for functionality but this is being heavily modified by one of our programmers. Gameplay Grunt1914 will be a very unique experience game-play wise. In some ways it features arcade style game-play themes, and in other ways it feels like a military simulation. The plan is to find the perfect balance between the two. I want the game to feel serious but fun. To show my point, there will be a mini-map and onscreen interface to add to the arcade themes yet there are also some strong simulation parts such as the weapons statistics and feel being based on their real life counterparts and a realistic movement system. These are examples of how the two styles are blended to get the feel that I want to apply. The main focus for me is fun. The game must be enjoyable to play and easily accessible. Progression The game will offer player progression in the form of military ranks based on the ranks that were used in between 1914 - 1918. As the player progresses through the ranks he/she will unlock new weapons and attachments at each new level. This gives the game a sense of achievement and will keep you coming back for more! Things that will be unlock-able will range from scopes, sights, muzzles, stands, silencers, handles, explosives, gas bombs, melee weapons and guns. Points are earned for each kill or objective that the player achieves. Nations The game will initially feature four factions. They are : - The Americans. - The British. - The Germans. - The Ottomans. These were all nations that played vital roles in the happening of the great war. Each round will have a Faction selection at the start. You can choose to either join the allies or the central powers, you will be granted a random character for the match from one of the four nations based on their faction association. Currently each nation has 2 characters that represent it. If you choose to play as the Allies for example you might get either an American or British soldier to play with for that round. As such there are eight playable characters currently. Maps Convoy District Fortitude Tutelage Turmoil Solitude Dugout Passage Conceptualization The title has had a lengthy conceptualization and prototyping phase, as such there have been many changes to various factors within the framework of the title. So far things that have changed completely from what was imagined at the inception are things like the style, theme, many of the maps, some weapons and even many attachments. Its natural for a game to change and evolve during the development cycle, Grunt1914 has seen a great deal of this. Below are some of the more recent concept art pieces created for the title. These show a clear and cohesive style and theme and were used within and for the development of the visual style of the game. Game Modes The game will feature numerous game modes. - Deathmatch - Team Deathmatch - Domination - Gungame - Capture the Flag Each game mode brings a unique feel and theme to Grunt1914. Depending on game modes rounds may last longer or shorter and the weather and time of day selection will also have vital effect on each game mode. Match Choices Grunt 1914 will not use matchmaking, it will instead revert to the old ways of finding a server and playing on it or simply setting up a server for you and your friends. The game uses cloud based server hosting through Photon and as such delivers high quality, low latency network connections. The game will have a feature that very few games have currently - in depth match choices. You will be able to set up a variety of filters for your server such as ping limits, afk limits, death timers and many more such choices. These all greatly impact the feel and style of the match you host. You will be able to select the weather and time of day for each map released in the initial version and to come in future updates. If you want the match to be on a big open map at night time with snow falling - i.e. a low visibility scenario, you can do that! If you want the map to be a small enclosed map with clear conditions and sunshine in the daytime, its up to you! This presents the host with a unique opportunity to host the match they want to play! Weapons A very important part of any shooter game is naturally the weapons. Grunt1914 aims to deliver a huge arsenal of very unique and impressive weapons to to their real life counterparts. Variety is vital! There will be a great selection of rifles, machine guns, semiautomatic machine guns, grenade launchers, shotguns, pistols, explosives, and even melee weapons! There will be over 30 weapons to use to great effect in the game! Each gun is designed to be physically and visually as close to its real life counterpart as possible. The real life statistics are recorded and implemented into game-play. These are things such as rounds per minute, velocity, muzzle flash size, range, damage, impact, recoil and so forth. Not all statistics are implemented 100% as some of them needs a bit of balancing and polishing to feel good and realistic in the game. Gunplay is naturally one the most important things in any first person shooter and Grunt1914 aims to get it right! Attachments The game will have a large variety of attachments available for the player to unlock and make use of. Things will range from scopes, sights, muzzles, stands, silencers, handles, magazine extensions, torches and many others! These will greatly enhance the game and the possibilities for each player in the match. Grunt1914 stands out in this department, its not the first game to make use of attachments but the way that it does is very unique and exiting! Many of the attachments that will be featured in the game have never featured in a video-game. This is because for many military tools and weapons WW1 was the inception of those assets. Some attachments will be marked "experimental", these were tested in WW1 and will be use-able in the game. Follow the game Facebook : https://www.facebook.com/Grunt1914/ Twitter : https://twitter.com/grunt1914 IndieDB : https://www.indiedb.com/games/grunt1914 Discord : https://discord.gg/Tc5b7D9 Youtube : https://www.youtube.com/channel/UCKfm34iEuHrFCduvV4OZpag Videos
  2. Johannes


    Thanks for the feedback! Ive noted your issues and will resolve them
  3. Johannes


    Thanks for your input! Some of these I am aware of and will look at for sure! I'm glad you enjoyed the beta, let me know if you'd like to play a match!
  4. Johannes


    The beta is now live! This beta will be playable from today until next Sunday(the 20th). There is no embargo on the beta and streaming and/or recorded videos are allowed and encouraged. Ok so, there are some notes about this beta, this is version 1.3. Notes : - Customization disabled for beta. - Weather selection for the maps disabled for beta. - Animation issues prevalent with guns and characters. - Audio issues prevalent. - Interface issues expected. - Bugs and crashes expected. - There are 4 maps in the beta, the final game has 8. - There are 6 guns in the beta, the final game has between 12-15. - There are Deathmatch and Team Deathmatch game modes in the beta, the final game also has Gun Game and Domination. - There is a 100 user limit on the beta so if you are unable to get in just be patient. Other info : Server locations : Singapore Australia Canada, Chinese Mainland Europe India Japan Russia Russia, South America South Korea USA, East USA, West Right now there is no South African server but depending on the success commercially of the game one might be added in the near future. Installation : The beta is provided as a standalone zip file and can be run as an application. The download size for the zipped beta is around 1.5 GB. Conclusion : Keep in mind nothing is final and the game still has a few months of development to be done. If you are planning to join the beta please let me know how the experience goes and if you have any bugs to report you can do so in the discord or email me at grunt1914@gmail.com. Please approach this public beta with an open mind and keep in mind that I am the sole developer on this project and as such issues and errors are to be expected. I hope you have fun! Download link : https://drive.google.com/file/d/1Up6m0KokfcW0DZPqEIKjV662QPqFXCyL/view?usp=sharing Please be sure to invite your friends and get as many people playing the game as possible! Discord : https://discord.gg/Tc5b7D9 Facebook : https://www.facebook.com/Grunt1914/ Twitter : https://twitter.com/grunt1914 IndieDB : https://www.indiedb.com/games/grunt1914 Youtube : https://www.youtube.com/channel/UCKfm34iEuHrFCduvV4OZpag
  5. Johannes


    Tomorrow the public Beta for Grunt starts! it will run from tomorrow until next Sunday! If you'd like to join us check our Facebook, Twitter or Discord! https://twitter.com/grunt1914 https://discord.gg/Tc5b7D9 https://www.facebook.com/Grunt1914/ Join us for some fun this week!
  6. Johannes


    Hi guys!I have updated the main post and added a lot of new information and updates, please let me know what you think!
  7. Johannes

    Doors with collision detection

    How about a raycast or linecast on the skinned mesh part? I guess you'd just stop and play the animation on and off based on collision detection?
  8. Johannes


    Really nice trailer good job!
  9. Johannes

    Simple 2 Day FPS

    These issues dont seem hard to fix, especially for someone as experienced as you, dont think you'll have any real issues. If you wanted to you could make a fun full featured arcade shooter like this.
  10. Johannes

    Simple 2 Day FPS

    That was really fun! Good job. Liked how smooth it felt.
  11. Johannes


    Hi guys, its been a while since I posted here. I'm happy to say this project is still moving forward my team just hasn't had enough time lately to work on it but now we are making progress again. I have updated the main post.
  12. Same. Paint.net with plugins is more than useful.
  13. Johannes

    Alien Ant World: Recruiting

    @Theantman Your game looks like crap, it plays bad, you are using the default UI and you obviously have no experience or skill in creating video-games on any level. Yet here you are bashing people who are way ahead of you in the industry. This game looks like something out of the 90's that even then would've looked bad, you have no artistic direction here and your attitude obviously isn't helping. This is easily the worst project I have ever layed eyes on and I wasn't going to say anything until you started bashing people on here for trying to help you.
  14. Johannes

    Topdown wave survival game

    Looking good
  15. Johannes

    Low Poly Skateboard

    I'm just asking Nah I was more looking at the wheel I think itll look weird but if that works for you thats cool. Overall the topology is good.
  16. Johannes

    Low Poly Skateboard

    Looks cool, why so many sharps though? Wouldn't an edge modifier work better?
  17. Johannes

    MCDONALDS ZOMBIES (Third Person Shooter Android)

    This is like a copyright bomb right here. Chucky fighting Ronald fighting Rambo.
  18. Johannes

    E.D.E.N. Station

    Yeah, probably would make fun level to play. This level of graphic detail ins't really game ready though. Shooting it frame by frame takes away the lag, I have something like 250 shadow casting lights in the scene. All the textures are 2K or more.
  19. Johannes

    E.D.E.N. Station

    Hi guys, I recently partook in the Unity #Neonchallenge competition that Unity is currently hosting. This was my submission, called E.D.E.N. Station : https://connect.unity.com/p/e-d-e-n-station And here is my final video : If you guys enjoyed the video please leave a like on my submission page, it helps allot.
  20. Johannes

    Grass by blender for unity ?

    Depends on how you want shaders to react, for this one use standard surface.
  21. Johannes

    Grass by blender for unity ?

    Add this shader to your grass and adjust the variables for the desired effect. This is meant for 2D grass but it does still affect a 3D mesh like yours. Shader "Transparent/Cutout/Self Illum Diffuse Shake" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _Illum ("Illumin (A)", 2D) = "white" {} _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 _ShakeDisplacement ("Displacement", Range (0, 1.0)) = 1.0 _ShakeTime ("Shake Time", Range (0, 1.0)) = 1.0 _ShakeWindspeed ("Shake Windspeed", Range (0, 1.0)) = 1.0 _ShakeBending ("Shake Bending", Range (0, 1.0)) = 1.0 } SubShader { Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"} LOD 200 CGPROGRAM #pragma target 3.0 #pragma surface surf Lambert alphatest:_Cutoff vertex:vert addshadow sampler2D _MainTex; sampler2D _Illum; fixed4 _Color; float _ShakeDisplacement; float _ShakeTime; float _ShakeWindspeed; float _ShakeBending; struct Input { float2 uv_MainTex; float2 uv_Illum; }; void FastSinCos (float4 val, out float4 s, out float4 c) { val = val * 6.408849 - 3.1415927; float4 r5 = val * val; float4 r6 = r5 * r5; float4 r7 = r6 * r5; float4 r8 = r6 * r5; float4 r1 = r5 * val; float4 r2 = r1 * r5; float4 r3 = r2 * r5; float4 sin7 = {1, -0.16161616, 0.0083333, -0.00019841} ; float4 cos8 = {-0.5, 0.041666666, -0.0013888889, 0.000024801587} ; s = val + r1 * sin7.y + r2 * sin7.z + r3 * sin7.w; c = 1 + r5 * cos8.x + r6 * cos8.y + r7 * cos8.z + r8 * cos8.w; } void vert (inout appdata_full v) { float factor = (1 - _ShakeDisplacement - v.color.r) * 0.5; const float _WindSpeed = (_ShakeWindspeed + v.color.g ); const float _WaveScale = _ShakeDisplacement; const float4 _waveXSize = float4(0.048, 0.06, 0.24, 0.096); const float4 _waveZSize = float4 (0.024, .08, 0.08, 0.2); const float4 waveSpeed = float4 (1.2, 2, 1.6, 4.8); float4 _waveXmove = float4(0.024, 0.04, -0.12, 0.096); float4 _waveZmove = float4 (0.006, .02, -0.02, 0.1); float4 waves; waves = v.vertex.x * _waveXSize; waves += v.vertex.z * _waveZSize; waves += _Time.x * (1 - _ShakeTime * 2 - v.color.b ) * waveSpeed *_WindSpeed; float4 s, c; waves = frac (waves); FastSinCos (waves, s,c); float waveAmount = v.texcoord.y * (v.color.a + _ShakeBending); s *= waveAmount; s *= normalize (waveSpeed); s = s * s; float fade = dot (s, 1.3); s = s * s; float3 waveMove = float3 (0,0,0); waveMove.x = dot (s, _waveXmove); waveMove.z = dot (s, _waveZmove); v.vertex.xz -= mul ((float3x3)unity_WorldToObject, waveMove).xz; } void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Emission = c.rgb * tex2D(_Illum, IN.uv_Illum).a; o.Alpha = c.a; } ENDCG } Fallback "Transparent/Cutout/VertexLit" } I recommend using a solidify modifier on the grass to have the faces always visible.