WIP FPS — Shatterer

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WIP FPS — Shatterer

Early look at Shatterer, a sci-fi FPS featuring level design with baked navmeshes, zoomed scopes via render textures, multiple weapons, and early character animations.

|Aditya Bawankule
UnityGameDevFPS
I have started working on my end goal project, a Sci-Fi FPS. The game is built in Unity using the Realistic FPS Prefab (RFPS) system as a base, with custom level design, enemies, and weapons layered on top. Here are a few quick videos showcasing progress so far.
A level design test set inside a futuristic sci-fi facility. The corridor and room geometry uses green-lit paneling and modular sci-fi assets. Enemy NPC soldiers are placed throughout and navigate using baked NavMesh AI. The HUD shows Health and Ammo in the bottom corners. World collision is fully set up so enemies and the player interact correctly with the environment geometry.
A quick test of zoomed optics using scope-mounted cameras and Unity render textures. A secondary camera is attached to the scope and its output is displayed on a texture applied to the scope lens, giving a physically accurate magnified view when aiming down sights. WebGL demo here.
Integrating additional weapons into the RFPS system — specifically an AK-12 assault rifle and a PM-40 submachine gun. Each weapon required setting up custom animations, recoil parameters, and muzzle flash effects within the RFPS framework.
Very early test of character animations and third-person models. Getting the animation state machine set up correctly in Unity's Animator took significant time to work out, but the foundation is there and the quality should improve considerably from this starting point.