Been working on this for a while, finally got around to posting here
Teaser
Scifi Rogue
Top-down / 3rd person shooter set in a future where you have enrolled in S.C.I.F.I - Solar Command International Fleet Intelligence and are exploring unknown space ships and other installations.
The game use a procedural algorithm to generate levels using a grid, placing rooms and then connecting using a minimal spanning tree (and some extra tweaks to allow loops).
Dev notes
Game Entities are organized and queried using bjs-ecs
Character models are made with heave AI assistance (Flux, Trellis) and some manual tweaks.
Environment models are from asset packs, further tweaked in Blender
These are all loaded into asset containers and then instantiated from there
Octree is used for culling static meshes
Everything is setup with physics v2 (Havok), main character is using a custom “character controller” which based on input applies physical forces and blends animations
Top down mode works both with keyboard / mouse and virtual joysticks (iPad)
Todos
Make enemies intelligent (navmesh, navigation agents, some kind of attack)
In game HUD (health, ammo, etc). Will mostly do this with React (Tailwind?) and then interface through Zustand store / BJS Observers.
Thinking about adding another enemy type. Wanted to do something Babylon inspired, though my image AI, doesn’t seem to be too well trained on Babylon 5.
Tried in top-down view, it plays so well! When an enemy comes at you while pushing a box it’s like they are using cover, pretty cool.
In top down, it would be cool if you could use another aiming option that was like a red line (like if it was a laser sight) as an alternative from the dot/cross (sorry if it’s already implemented, I didn’t see it in the options).
Our boy had a bit of a jump scare the other day during testing (in 3rd person) when an enemy had been hiding in a corner behind some boxes and suddenly pushed through and was right on top of him TBH: the enemy pathfinding isn’t aware of the boxes at all, it just uses physics to try and push through, but seems to work quite well.
Good input on a better aiming visual for top-down, had just started with the simplest possible. I have been focusing mostly on 3rd person lately, maybe time to give the top-down some more love.