I may need to make the graphics simple and stress complete gameplay more. I'm not sure I alone can make sense of the graphics I want. It will be easier to add advanced graphics later but I need a simpler 3d graphics answer.
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…
test complete! Got a bit more time to work on it. I'm blending control rigs sooooo easily. No point to use canned animations. Procedural animation is DONE animation. Just need to add in the leg extension when unloading the attack. It is far better to animate using code than linear canned method. https://youtu.be/B-BHTWY4xUk
Got the 2d system working well and figured out an aim system for 2d that is very intuitive. I'm going to move the project over to being in 2d mode until it’s complete, then add in 3d person over the shoulder. It's just more likely creating a 2d first will get done sooner. https://youtu.be/TgrLHEG_5L0
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…
The thing is... conventionally...to build a level then add enemies is usually always done but it's very inefficient and force gameplay to be built around the environment. By first placing enemies and what they do on floors first and build out that way forces the environment to conform around the gameplay.