In this video we go into the details of the Concussion Grenade, one of the interesting tools in Intruder. Check it out below:
The concussion grenade is different from a normal grenade because it's main function it to destroy the balance of it's targets instead of killing them. It's an excellent tool to use for room clearing as well as retreating. The explosion has a fairly large radius and can send enemies (or yourself if you're not careful) flying... often times through windows or into hard objects.
Making the concussion grenade work technically involves a few steps:
after the grenade explodes go, use the 2-check system to determine if it should hit targets
first, find what is inside the explosion radius of the grenade
second, raycast from the origin of the explosion to the hitboxes of the target objects to make sure nothing is blocking the way
if nothing blocking, take away 100% balance and add an explosion force (VERY useful Unity3d physics function)
Once again the primary function of the concussion grenade is to knock other players over. Opponents can stand up after getting hit, but it gives you enough time to put them down before that happens. The concussion grenade can still kill however if it's targets ragdolls end up hitting walls or the ground at fast enough velocity.
It's also possible to vary the detonation time on the concussion grenade between 4 seconds and 1.5 seconds. 4 seconds being better for long distance throws and 1.5 being much better for room clearing. Throughout the play tests, room clearning has been the best use of the concussion grenade, especially if you have someone to open the door for you.
In the comments let us know how you would use the concussion grenade and what you would like the next video to be on!
This is the first video in a series of videos we have started to create. Our goal with these is to create a visual blog of the game making process. This first video shows the first steps we took in creating Intruder. We started with getting basic network syncing working then moved on to firing projectiles, the balance system and stances. Enjoy.
Our goal with Intruder is to make a game which encapsulates some of the following qualities:
high detail world interaction in a multiplayer setting
stealth and cunning over twitch gameplay
emergent gameplay by giving players many options, gadgets, and tools by which to craft their tactics
In this video series we're going to show you how we are accomplishing all this and how a wide variety of game design elements can come together in one place.
When making a multiplayer game, you have to do double the work as a single player game because you must make sure the players are synced up on both computers. It's also important to make sure to squash bugs in a multiplayer game as soon as possible, since they are much harder to find than in a single player game.
Here's the basic order that we went through features within the first week.
connecting to Photon servers and syncing player positions with cubes
bullet fire syncing
damage/player hit checking
adding gravity and wind to bullets
gun features like scope and fire modes (e.g. 3 shot burst, single shot, full auto)
player models with animation/stance syncing
balance and hp check/damage
weapon recoil based on balance
That is basically what can be seen in the first section of the video. As we make more videos we'll go into the newer gagdets and game objects like security camers, remote charges, doors etc. In the comments below, be sure to let us know which feature you would like to know about in greater detail.
Intruder is a multiplayer shooter with a focus on team manuevers and tactical gameplay. It began its life a couple of years ago as an Unreal mod but we have recently decided to completely remake the game using Unity3D. Rob and I have been working solid on it for about a month total. We thought it would be interesting to blog the process of creating Intruder.
We will be posting videos of the game making process with our commentary from the very early stages to a solid build. Our goal is to post an update each week of the current state of the game, including new features, gameplay elements, etc.