|
Post by rolfy on Aug 5, 2019 6:10:26 GMT
FBBIK..added some weight to the head and right hand to make the player character lean into stairs and ramps. Small detail but adds a lot to immersion.
Dodge
|
|
|
Post by rolfy on Aug 10, 2019 19:47:06 GMT
Head tracking with IK,slide and wall touch.
|
|
|
Post by rolfy on Aug 14, 2019 16:09:39 GMT
If you take 'em both on you will likely be slaughtered, first part video shows two on one and second part I peel off one and the other will stay out of it unless player gets too close or you hit him, giving you a chance to even the odds. I will continue to polish this a bit, I want to get more moves on the AI. YouTube
|
|
|
Post by rolfy on Sept 4, 2019 18:05:51 GMT
Elevator and levers. Vplatform ,AC triggers and walk to point pathfinding.Camera switching and sounds.
|
|
|
Post by Invector on Sept 5, 2019 12:59:48 GMT
Very well done, no matter how simple the action is, when you add all those little details it becomes very satisfying to watch and play.
'walk to point pathfinding.' that's something I would like to add for the next update, we already have a working prototype
|
|
|
Post by rolfy on Sept 6, 2019 17:37:28 GMT
Very well done, no matter how simple the action is, when you add all those little details it becomes very satisfying to watch and play. 'walk to point pathfinding.' that's something I would like to add for the next update, we already have a working prototype Walk to point and position using pathfinding is a 'must have' for player interaction, you cant always rely on the player character being positioned properly even using IK. I could see that being very useful for the new Invector Builder add on. So cool you are adding it in. For such a small thing as an elevator and all the interactions, triggers to turn on/off etc, it sure is a lot of work but I do want to create as much player immersion and smooth gameplay as possible so it is worth it in the end.
|
|
|
Post by rolfy on Oct 3, 2019 20:10:15 GMT
Decided to enter the Procedural Worlds comp, I have redone the lighting and Post Processing to bring out the details on the outdoor level and replaced the skybox. Voxel terrain entities are generated in Acropora and re-meshed , uv mapped in Zbrush. Then blended into existing terrain .
|
|
|
Post by deirre on Oct 3, 2019 21:38:06 GMT
looking good man, keep it up.
|
|
|
Post by septimustitus on Oct 4, 2019 17:51:16 GMT
Wow, it's getting better and better.
|
|
|
Post by rolfy on Oct 15, 2019 6:25:23 GMT
Woah! First place in the Procedural Worlds competition, won a bunch of assets that will take my game to an entirely different level. Meanwhile been improving foliage,path painting and working in the mountain areas.
|
|
|
Post by rolfy on Nov 8, 2019 5:17:38 GMT
Plugged the big guy into the AI controller, I will of course make him harder for the player to defeat and increase his aggression. Also showing how the Healing Prayer Statues will work.Lots of things still do with sound etc.
|
|
|
Post by Invector on Nov 8, 2019 15:32:14 GMT
Very nicely done!
But I think such a small space for a big creature maybe it's not the best approach, perhaps a bigger area could be cool for both the creature to wander as well of the player to move around without the camera culling into the walls, some columns for the creature to destroy while you're taking a breath would also be pretty cool to see on this boss battle
|
|
|
Post by rolfy on Nov 9, 2019 19:53:41 GMT
Yeah, the area wasn't built with a large character like that in mind. Will for sure build a larger space for it, the camera shouldn't be clipping through like that at all and I will take a look at the collision on some of those scenery parts. I am going to continue playing around with the AI controller and swap out some anims. I like to do these videos since it gives me a good chance to spot errors and glitches and get some feedback from others who may spot things I miss. sometimes I get lost in the little details and miss the bigger picture, so thanks for the feedback. Your also the second person to mention a little destruction in the environment so likely I will put that into the scene.
|
|
|
Post by rolfy on Nov 10, 2019 22:13:26 GMT
Due to feedback I have made the combat area bigger and put in some destructible pillars for the player to (briefly) hide behind
|
|
|
Post by Invector on Nov 11, 2019 19:17:49 GMT
Awesome!
|
|