Had to take a break from the enviro stuff my hands were hurting from it, so I knocked out a bunch of short coding task and also made a few additional outfits for hero, in addition to improving the textures. Will be working on second pass at enemy character models and then animations in coming weeks before finishing out…
@iam717 I appreciate the insights. The glitchy side to side movement is a bug, or rather a fault of the the AI code that I'll clean up a bit later. Basically they are deciding where to go every 1/4 second and if they are already locked to a decision they will then override this - it's order of operations needs tuned but…
Still grinding out the blockout. Working on second to last area. Workflow Very glad I chose to do this in maya because I've made a few major overhauls and it has been painless to do so. Level is starting to come together nicely - it plays decently and each area has a distinct look. I am sure it will evolve considerably but…
Okay not a lot of new animations that haven't been seen in this project before but wanted to note a few little animation workflow things that might be helpful for anyone. -Rotation of joints different in unreal than in maya -- unreal resamples animations on import. This can cause rotation differences compared to what you…
Project review: Getting close to six month review. I make a full review after completing my next milestone but a few short notes might be worth sharing here. In previous six months I have:* completed prototype, which tested out a few combat mechanics and discarded many ideas to focus on a focused ranged-only design *…
@iam717 , i think i know what you mean. rather than just random leaping, they should be darting from cover to cover. once I get the environment further so that we have more stuff to to work as cover I'll see what I can do with code for that. i've done a little bit of experimentation with "smarter" enemy AI but what I found…
First steps of the harpy taken care of. A basic model with focus mostly just on silhouette, and a rig. Animations over the next few days, and I probably wont bother with textures and refining the model until after the level art is completed. It seems much easier to make decisions about the design of characters after having…
okay two more days to get the amazons controller finished. This is the most complicated one and serves as a template for the remaining ones. It is mostly the same as the prototype one, though under the hood its cleaner code, all nicely standardized so doing the other heroes' controllers will be pretty mindless work,…
a lot of work done on the character controller but probably still a few more days to complete its overhaul. notably, I changed the dive from root motion to act more like traditional jump. it consist of three separate animations, a begin, a looping middle, and an end. This way the distance of the jump can be configurable…
feel like i've learned a lot about animation in past few days, wanted to jot down a few notes - adding eye animation makes big difference it seems. even on low res gifs i think it does a lot to bring the characters to life. The satyr character has ears and tail which also help to add a lot of emotion. For example i do a…