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…
got all of it put together. All the fundamental systems are in place and working in 2d. Going to spend the day adding a few more things in, jump, burst, dodge, warp travel and so on, than I have to do code clean up pass. https://youtu.be/Qm_NR6AyC6c
got the toon shader done and working with all the lighting. I have strategy and workflow for this game's look. Basically I have created atoon shder with all the controls I need but has no color. Instead of coloring each object I will just "paint with lights". My toon shader is designed to work with the Unreal lighting…
it may not be much of a use right now. Simple use of control rig and the complete system. But what is important to know is there is no canned animations in it and it was all created in seconds and is 100% dynamic. Dynamic as in at any time any new animation is simply programmed in with new points and space and it works.…
Figured out the movement system and shooting. Instead of burst sprint being its own independent thing, it's contained in the left right and shoulder buttons. Feels responsive and natural. I'm using right shoulder to fire the guns and right trigger to throttle burst sprint. Right shoulder is better click for shotgun and…
Almost got to mention the character chaos character destruction system is almost complete. It's mainly a form and function thing of the mesh that I have to button up. I have to go through all the joints and make it like the elbow in the image. Make sure the template mesh is flawless and easy to work on in zbrush so making…
The next step is bow tie up an old code experiment I created in Unreal with Chaos. It's a simple character destruction system that is really fun and good-looking. Youtube video of it in action. Also finished up the key base char mesh in zbrush and even have the skel for it. https://youtu.be/zUZU3I5pI70?si=qFlhzeE_UVfGSGyv
I'm now commited to the code input system. It really helps round out and streamline in new gampelay and that it's not only shooting and movment. The neat thing is it's cryptic codes. Which means a limited amount of letters to work with. how to remember codes. 'YXBA RUDL' ============ 'You Xtreme B..tard Ahole R Ugly Dumb…
Cheers bro! GIBS yup and yes will be adding in more details like intrails once the initial systems is settled. It's only a one man show. I don't have a better answer to getting all the initial stuff looking, working and functioning correctly. I just gotta do it myself. Can only blame myself is the strategy to getting this…
Super Cop Data System working in package stand alone.. It's slow because it 3 packaged games running at once over a local network same machine i7. Way faster and smooth on different devices with only one launched stand alone connected...plus, what maybe, heavy running screen video capture software running. What's important…