got more done pertaining to the the 2d camera system. The classes have settled and is all about elaboration from this point forward. It's a replication friendly system. So Multiplayer can be added as an afterthought. https://youtu.be/DQk3YusiptM
Added in more oscillation for more verity in the movements. I'm pushing for a more classic 2d looping look to everything. The whole world has to look like it's on a beat. Metal Slug is a good example of "the beat" look. The control rig allows a procedural method to programming the animation for the game. To make the…
Next, I'm putting in the jump roll, or dash, trace system....after that I can start considering taking off a week from work and do push week to getting it all done.
The modeling tools in Unreal changes how to see and use the engine. It makes creating environment and character chunks easy. Just do it all in one place.
Just finished the nude base character model with all the sections and time saving symmetry. I use a socket system I came up with in UE5 so there is no skinning only snapping. It's just hard weighted overlapping parts. I use code to assemble it all together. The reason for this is so I can have fully destructible meshes and…
next code crunch, I'll add in the rest of the 2d camera system. Extend it to do cinematic more easily and change axis placement in the environment. Char has to walk forward in certain places and the camera axis must interp to new positions. Once thats complete, E1M1 is pretty much done with all hard code stuff and the rest…
Canned animations are best for cinematic, if even that. They are actually very hard to work with because it's all baked down. Code answers the small changes better than make changes then bake the animation down. Control rig may take a little bit of practice to learn but once it's figured out in the midst of everything it's…
Spent the day figuring out the right tool for enemy AI. I'm using an actor sequencer combination. It works really well. It's all canned answer with conditional programming. Takes more hard work but it's good results.
yup, this work flow is amazing! Simply make key poses with control rig and use oscillation and point interpolations to add in 2nd and 3rd movements. Dosnt look like much now but I have the pipeline figured out and best of all it's easier to make changes of any kind while results always good and clean. No more canned…