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 committed to a simple gameplay shooting system before moving onto all the other stuff. It's not a targeting system. Its a "aim and mark" the target gameplay system. Once the target is marked, one can pull the trigger or not. Player must mark the target in order to shoot. This should be fun enough to get me to the next…
Got some time to day to work on the project and get some of the "need to get dones" complete. One of these is a clean, well-made pipeline between Zbrush and the Chaos Mesh character process. Just got the muscle mesh template, shoot it and rips apart, in the engine and cycling correctly with zbrush. Now adding in the…
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…
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…