It's going along pretty nicely! I have one thing to suggest for the sounds/sound effects. Try adding a low/mid pass filter because right now they sound like it's on the inside. Lower frequencies tend to be lost when you are on the outside!
Well, VR will be supported but this is not geared to be a VR experience as a primary concern - we'll see what happens though!
Small update to the wind system: Have tied the FX directly to wind speed and direction. And now also added occlusion to allow the POD to hide from the winds affects. https://www.youtube.com/watch?v=I9765H6XggE
Here is my first stab attempt at scale accurate puddles on the clay surface. The ripples seen here are intended for when it's windy... calmer weather equals a much more static looking puddle surface of course. The red cube in the scene is a 1 cm cube... https://youtu.be/O8gcXOc8CoE
It's looking reaaaally good for me Just wondering if you really would have those king of "wave" at this size, but its difficult to judge and the most important is that it looks good and convincing, and it does to me. Really hope you can finish this project one day, i d be delighted to play it! Keep it up!
AfroCenTech: Yep, I'm actually planning on a pond area in one level... surface tension will allow the POD to walk on the water, but it will be able to pierce the surface and swim below. I general the pond water at this scale will be quite interesting to create and make convincing. I'm going to be looking into that quite soon.
Olingova: Thanks! Yes, I was also pondering that. In truth I don't think there would be quite as many smaller ripples... I've now reduced them a bit and it does look a bit more convincing. I think I'll add a very subtle vertex wobble next.
A little update with some work on the day/night cycle... time accelerated. Still within the test level, so the level doesn't represent any final quality... https://www.youtube.com/watch?v=VTL-CmGsmPg&
A small update showing the latest POD. It's now much more modular in setup, so we can easily swap out components and addons to easily allow customization. https://youtu.be/X5aSGZnuAcc
How could i miss your updates?? Im sooo hyped by your devblog, jsut love that "microscopic" feeling. The character is looking good by the way, missed the updates over his sculpts and textures.
Olingova, Traumwolf, Ilya Sinyavtsev: Thanks ZombieDawgs: Yep, you aren't the only one who has mentioned that. Rather than camera shake, I believe it was due to an issue with camera control where resulting in nasty juddering when rotating the view. The effect was made worse by the capture frame rate too I think
I'm really amused and thrilled by the ''pod'' motions. It moves very swiftly and smoothly. Reminds me of that creature in one of hose Ghibli's movie or those long leds podt hings in Breath of the Wild....Such a curious project!
A couple of little updates: https://www.youtube.com/watch?v=UzraxmLeVII And I spent a bit more time implementing weapon systems. There are small details added, such as if a round remains unspent in the chamber, inserting a fresh magazine does not require pulling of the charging handle... I'll likely implement a rare random weapon jamming system too) https://www.youtube.com/watch?v=GsW8i6oEejA
All of those effects looks reaaally amazing, and i love the jump you seems to have right now, really dynamic should give you a good gameplay! How is it going for the perfs for the moment? No problems?
Olingova: Thanks! So, these impact particles I created back in 2016, and they were intended for human scale - but later I will revamp them to be more scale appropriate. Performance is pretty good - I run on GTX 970 and have no issues so far.
@cubitstudios - Last video looks great with the particles and physics. I'd recommend toning down the gun recoil a bit. It looks a bit floppy in it's current state where I imagine you want something more tactical looking.
@cubitstudios - Last video looks great with the particles and physics. I'd recommend toning down the gun recoil a bit. It looks a bit floppy in it's current state where I imagine you want something more tactical looking.
Personally I like the loose style of gunplay, but you'd have to balance it a bit so that it's not too infuriating to shoot with. Also might not be the feel they're going for.
Here's an update: It's not mega exciting but I've spent some time implementing the wieldables UI (pickups, quickslot bar etc). I should note the UI art I just made very quickly with a plan to do a proper pass on that later on. Also, to liven things up a bit, I've included some airbust ammunition footage
It's a blend space based upon both velocity and turn rate. Also doing bone rotation modification to lean into inclines etc. Currently there is no deceleration backwards lean, but that will be added. I'm interpolating most of these input values in order to smooth things out.
Sorry for the slow reply Armagon, it's been all go recently. I'm using the F/Rinterps nodes for most of the interpolating. Also using IK for foot adjustment and hand placement onto interaction items etc. I also did a first pass foot IK that clamps feet in place to reduce foot sliding that has shown promise. We're currently reworking the character skeleton a bit so I plan on getting back onto those aspects once that's complete.
Irensay: They are just the standard atmos fog systems for general haze. This is one area that I avoid realism and instead stylise the atmospherics/lighting to get a correct 'vibe' and help clarify depth/distance to the player.
I'm not sure if that last sequence in the pod vid is new or if I just missed it before, but man, the small scale is really starting to feel nice with some of the grass, small pebbles in the environment. I also like how the lights on the front of the pod have an 'eye-like' quality and gives the pod itself some character.
Replies
Small update to the wind system: Have tied the FX directly to wind speed and direction. And now also added occlusion to allow the POD to hide from the winds affects.
https://www.youtube.com/watch?v=I9765H6XggE
https://youtu.be/O8gcXOc8CoE
Olingova: Thanks! Yes, I was also pondering that. In truth I don't think there would be quite as many smaller ripples... I've now reduced them a bit and it does look a bit more convincing. I think I'll add a very subtle vertex wobble next.
https://youtu.be/GTp_Puu_ThE
https://www.youtube.com/watch?v=VTL-CmGsmPg&
https://youtu.be/X5aSGZnuAcc
https://www.youtube.com/watch?v=m-ATGUyxrfY
ZombieDawgs: Yep, you aren't the only one who has mentioned that. Rather than camera shake, I believe it was due to an issue with camera control where resulting in nasty juddering when rotating the view. The effect was made worse by the capture frame rate too I think
Really impressive stuff in the animation and interactive department
Small update as work continues on character interaction etc:
https://www.youtube.com/watch?v=uTszjWFWC1U
https://www.youtube.com/watch?v=UzraxmLeVII
And I spent a bit more time implementing weapon systems. There are small details added, such as if a round remains unspent in the chamber, inserting a fresh magazine does not require pulling of the charging handle... I'll likely implement a rare random weapon jamming system too)
https://www.youtube.com/watch?v=GsW8i6oEejA
Here's an update: It's not mega exciting but I've spent some time implementing the wieldables UI (pickups, quickslot bar etc). I should note the UI art I just made very quickly with a plan to do a proper pass on that later on.
Also, to liven things up a bit, I've included some airbust ammunition footage
https://www.youtube.com/watch?v=UaaDcVKwwAk
https://youtu.be/pfA7F3xZTAU
Irensay: They are just the standard atmos fog systems for general haze. This is one area that I avoid realism and instead stylise the atmospherics/lighting to get a correct 'vibe' and help clarify depth/distance to the player.
So here's a years recap showing the progress we have made on the POD:
https://www.youtube.com/watch?v=NpdOsn_lU34
And a little scope test:
https://www.youtube.com/watch?v=5d_pxWuEeWE
Recently I spent some team further implementing the inventory and Storage systems, plus the compass bar and 3d markers:
https://www.youtube.com/watch?v=efgAJ0aNs7I
Here's a bit of an update dump with some of the latest work:
https://www.youtube.com/watch?v=URe7IYrp2Pg
https://www.youtube.com/watch?v=wJge_HpA6vk
https://www.youtube.com/watch?v=4sorTd2n9_U
https://www.youtube.com/watch?v=PtR3fJkvpGg
https://www.youtube.com/watch?v=3h-07s5iPN4