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It’s December 1941 – The Germans have started to push deep into Russia and are on the verge of taking Moscow and ensuring the collapse of the Soviet Union. Little known to the Germans; the Soviets have created a new Super Tank to crush the Reich. You are thrust into the role of the Tank Commander, you’ll be leading the Red Army’s charge against the Nazi’s and will be the one to reclaim the Eastern Front. A throwback to the classic era of Arcade games with updated features and enhanced graphics. You will experience an alternate history for the Eastern front, featuring secret Soviet and Nazi technology. You will come across mutant super-soldiers, Nazi Robots and secret Soviet projects. Defend Russia and take the fight back to Berlin liberating cities and villages as you prepare to face the Nazi Regime and their secret weapons. The Red Front is currently in Alpha Development with a target release of October 2017.

Post news Report RSS Development Update and Laser Provisioning

Detailing the development of the new Laser system in The Red Front. Shows the new laser in action and has developer thoughts on using pre-existing assets from third party developers.

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A busy week for development in The Red Front.

Lasers have now been included in the game as a playable upgrade, replacing some of the older weapon upgrade systems. I am far more satisfied with how these upgrades perform compared to the older systems.

There is a good demonstration on what I like to call the LUDT area (Laser Upgrade and Damage Testing).

There were multiple challenges with getting these lasers working. Using a base asset from the unity store means a lot of re-working of other developers code to make it work well in your game.

The scaling on the base asset and the line render creation were completely broken when working at the same dimensions in my game. I spent probably 4-5 hours refactoring the original code to make it work properly.
I am sure this saved some time as it reduces the total amount of artwork required, as well as provides a fairly optimised system.

I added extra particle emitters for the shoot point, point of impact and added in a laser cooldown system which really adds to the feel of the weapons. I llmited how long the laser can shoot for to avoid the player from perma-spamming the weapon and ruining the experience.

All in all, I am happy with how this system turned out.

For other news on this system, see the dev blog update at The Red Front Development Blog

- Comrade Tim

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