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<!DOCTYPE html>
<html>
<style>
body {
background-color: rgb(10, 10, 10);
}
h1 {
color: red;
font-family: verdana;
font-size: 150%;
text-align: center;
}
p {
color: white;
font-family: verdana;
font-size: 90%;
text-align: left;
}
div {
text-align: center;
}
.content {
width: 50%;
margin: auto;
padding: 10px;
}
</style>
<head>
</head>
<body>
<div class="content">
<img src="Logo.png">
<p>
A 3rd-person stealth shooter set on the far side of the moon in the near past.<br>
Infiltrate secret U.S. Army installations built without congressional approval or taxpayer knowledge.<br>
Choose between lethal and non-lethal stealth approaches.<br><br>
Download alpha test build: [Available soon]<br><br>
</p>
<table border="1">
<tr>
<th>
<h1>Progress Update 8 (July 4, 2021)</h1>
<br>
<p>
Changed enemy death animation to stumble backwards, then switch to ragdoll physics mid-animation.<br>
Headshot skips death animation and immediately puts enemy in ragdoll physics.<br>
Enemy drops rifle as a pickup object which adds ammo to player.
</p>
<video width="640" height="480" controls>
<source src="spacedev008.mp4" type="video/mp4">
</video>
</th>
</tr>
<tr>
<th>
<h1>Progress Update 7 (July 4, 2021)</h1>
<br>
<p>
Strange bugged behavior while attempting to implement enemy ragdoll physics.<br>
The problem was that the ragdoll physics, animation system and AI system were all fighting over control.<br>
The solution was just to make sure ragdoll physics are inactive while enemy is alive by setting all the rigidbodies to kinematic in script.
</p>
<video width="640" height="480" controls>
<source src="spacedev007.mp4" type="video/mp4">
</video>
</th>
</tr>
<tr>
<th>
<h1>Progress Update 6 (June 27, 2021)</h1>
<br>
<p>
AI waypoint system, AI changes between states and behaviors.<br>
When line of sight lost, go to last known player position, look around, give up return to waypoint.
</p>
<video width="640" height="480" controls>
<source src="spacedev006.mp4" type="video/mp4">
</video>
</th>
</tr>
<tr>
<th>
<h1>Progress Update 5 (June 27, 2021)</h1>
<br>
<p>
AI development started, line of sight testing.
</p>
<video width="640" height="480" controls>
<source src="spacedev005.mp4" type="video/mp4">
</video>
</th>
</tr>
<tr>
<th>
<h1>Progress Update 4 (June 26, 2021)</h1>
<br>
<p>
Leak visual effect improved.<br>
Hud added, oxygen meter, ammo counter.<br>
Oculus VR support added.<br>
Bullet wounds added.<br>
Suit fixing mechanics, where all bullet wounds are replaced with a duct tape texture.
</p>
<video width="640" height="480" controls>
<source src="spacedev004.mp4" type="video/mp4">
</video>
</th>
</tr>
<tr>
<th>
<h1>Progress Update 3 (June 24, 2021)</h1>
<br>
<p>
Breathing and footsteps audio and visual effects.<br>
Crouching and prone locomotion.<br>
Player suit leak effects.
</p>
<video width="640" height="480" controls>
<source src="spacedev003.mp4" type="video/mp4">
</video>
</th>
</tr>
<tr>
<th>
<h1>Progress Update 2 (June 24, 2021)</h1>
<br>
<p>
Terrain shape and textures improved, rocks added.<br>
Simple follow AI with pre-known player location.<br>
Shoots once per second with infinite ammo.<br>
Random inaccuracy in enemy aiming mechanics.
</p>
<video width="640" height="480" controls>
<source src="spacedev002.mp4" type="video/mp4">
</video>
</th>
</tr>
<tr>
<th>
<h1>Progress Update 1 (June 22, 2021)</h1>
<br>
<p>
Project started. <br>
Some fundamental mechanics thrown together in a weekend.<br>
Inverse kinematics modify the animation to hold a rifle.<br>
Hitting the enemy spawns a leak particle effect at hit location.
</p>
<video width="640" height="480" controls>
<source src="spacedev001.mp4" type="video/mp4">
</video>
</th>
</tr>
</table>
</div>
</body>
</html>