Read Part 2 HERE.
About Vektor Wars
Vektor Wars is a first-person combat game. Players compete for the global highest scores in a battle of combat skills between the player and the unstoppable enemy forces.
Featuring a modern take on vector style graphics, Vektor Wars is a classic arcade shooter where the only things that matter are your game skills and the high-score!
With graphics to make your eyes sing and a powerful John Carpenter influenced soundtrack this in an Epic first-person combat experience!
Vektor Wars is primarily a solo project of mine – one that I have wanted to do for a very long time.
I used to love the old 80s style computer wireframe sequences and visual styling from movies like Escape from New York, Terminator, Tron - bright super saturated computer wireframe imagery. Also the classic early vector 3D games like Elite, Starglider, Mercenary & Battlezone - I spent many happy hours playing those games and I don’t think I’ve ever topped that feeling of immersion from exploring those early 3D worlds.
So although I’d wanted to do a game like this for a long time, I never really had the tech or resources to do it – we were doing other things and the opportunity never really arose.
Enter Unity and a little bit of experimentation and all of a sudden the game I always wanted to make started to become a reality.
While it is still relatively early on in development, a lot of the basics are in place.
Glowing neon wireframes galore! But I didn’t want to just stick to wireframes so I have textured all of the buildings too – with heavily stylized windows, signs, lights, adverts and so on. The vectors were created by importing the 3D meshes, then effectively joining the dots (vertices) in the models. I then had to remove all the tripled lines to give the impression of n-sided wireframes. The lines themselves are rendered with a texture with a white line in the middle and graduated alpha edges – so it blends out to transparency and gives a nice glowing effect.
Another thing I am really pleased with are the neon sign animations – they work a treat and really enhance the atmosphere and feeling of life. These are simply texture sheets, with an adapted version of this script.
Initially I concentrated on getting the 3D world and visual effects in place, which was fairly quick to do. Gameplay code is proving to be great fun to do, and is shaping up really well (quickly too) – THANK YOU UNITY!!
The first-person interface, control and combat is handled by this most excellent Unity package Ultimate FPS. Basically it does all of the FPS basics REALLY well, saving months of work, and it costs – drum roll – $15! Yep only 15 dollars to save months of work and thousands in coding costs. Did I say I love Unity already (and Vision Punk – nice one guys).
So with that in place things are rolling along nicely; a rock solid control and combat system – and a system like that deserves some rather good AI. Step-up Aron Granburg and his fantastic A* Pathfinding Project. After half a day I had an enemy who would follow you anywhere on the map – then gun you down like a dog! He was relentless and unstoppable and had one purpose in (artificial) life – to kill you!
I sat there with a big grin on my face being chased around by this angry capsule (the default Unity capsule object). Now things were taking shape!
Since then I have refined the AI, adding in some modifiers to the path following, and thanks to Steve (Super Icon’s resident coder) a nice simple AI attack script was added and a few other bits and pieces. Rock solid AI, nice
I’m currently modelling a batch of different enemies (spot the influences!), and we have both raycast enemy shooting (i.e. instant hit from something like a machine gun) and projectiles with nice glowing trails. Over the next few days I’ll be focusing on creating a unique AI for each enemy – so they attack differently, have weapons with different power and ranges, and all the other good stuff!
I have put together a map of the first world with key landmarks – the City of New Hope (click to view full size).