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…
Figured out how to get the emissive working in the toon shader. All answers are easy for any effect and style. I may use outlines eventually but time dosnt allow it right now.
one correction for simplicty of controller. The Dpad will also be part of the cryptic codes. 4 keyboard buttons to the left and 4 keyboard buttons to the right. special right and left will be gameplay buttons.
Made it to drop-kick. One more button layout fix. Left shoulder double click toggle goes into aim and lock to one direction. This frees up the left trigger to also throttle run sprint like the right trigger. Right shoulder shoots the gun and double tap locks the shoulder cannon. Now onto the melee. It's going to be a…
For instance, I'm currently building the weapon swap. It's has to look good, be this simple and able to change easily at anytime for what it is right now. Anything more than this would either prevent or delay building the weapon swap. It's the genius of procedural animations. https://youtu.be/_teVtY4yVYU
Building the basic controller and raw UI. Have to test it for, and remove button combo confliction before adding all the stuff. The system to organize it all is run by "Switchers" and "Execution". The rIght shoulder button is the "Execution button". Example. Hold the left shoulder button down press right shoulder to…
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.