To be more specific, when the player dies he is respawned back to town, where he is then reborn from inside the ground. To make sure the player doesn't get bored too quickly, I sped up the 'getting out' process a little bit. Would love to hear any criticism to help me improve though! https://youtu.be/9wBgHVVxIMI
Thanks poopipe As I understand TPM2 provides an extra layer of security in case the laptop is stolen. Not much of a difference in case of ransomware or any online hack . chatGPT said I can force W11 installer to bypass the TPM requirement. Is it true? Did anyone tried this?
What engine are you using? If Unity, they have example projects with included animations and state trees you can dissect. Unreal probably have similar sample asssets. http://unity3d.com/learn/tutorials/projects/stealth-tutorial-4x-only the specifics are in Player Setup and Player Animator Controller
For helmets, do we need to put polys in where the head blocks the players view, i.e. the inside of the helmet? Or are you using a double sided material for the helmets? A: Helmets will be knocked off as static meshes so they need to contain some geometry to prevent players from seeing through the mesh.
A lot of this is very helpful. Would you say designing my small set pieces one by one and than combining them in my 3D modeling program to form a large modular piece could work? It is a single player RPG the player in cities has free non linear exploration.
How will DX10 change our jobs? I suppose this say it all... DirectX 10: http://www.gametrailers.com/player/9019.html DirectX 9 vs. DirectX 10: http://www.gametrailers.com/player/19966.html What interest us?: http://media.pc.ign.com/media/694/694190/img_3493897.html
You could use matinee and interp actors. You can adjust the collision on the interp actors to collide with the player. This is how elevators are done. Another way is to have a blocking volume that you walk on and have an animation that triggers when you get close to the platforms. you could also try using a vertex shader…
Just beat the single player, can't wait to start the MP once a buddy of mine finishes SP. Single player was so well done I felt like I was playing Half Life 2 all over again in many ways. Truly one the best gaming experiences around, Valve really knows what they are doing.
cool stuff here! Doing still coding but it's quite easy and fast and super easy to debug atm I'm adding n-player support - you can charge the weapon and give each weapon an unique charge effect - you can kill purple plants and get experience - player spawn points - and a lot of organization and optimizing of organization
Needs more heaving space hulks after there blow up. Get the battlefield trashy with bits of debris and junk. That would immerse the player so much more. (just have a cap of sorts, or let them degrade/take damamge so they dissapear so it dosnt impare the player too much) Other than that its pretty fucking amazing.