Been a bit too busy to really work tonight so ive been setting up the animation controller for the player. while moving and idle are all handled through a single blend tree it becomes a bit more complex when it comes to tools. a tool works by transitioning from the idle state to the charge 0 substate which contains the blend trees for each version of the tool in all directions. this then either transitions right into the use state where the tools use animation plays or if the charge state goes up one level it passes into the next charge substate and so on until the button is released or the tool cant be charged anymore. Its frankly tedious so if anyone knows any hints or tips about unity's animator to save me from this horror do get in touch :D
Next up
Tall walls are all modeled and intergrated into the engine and work seamlessly with the previous two wall styles. actual wall skins for this set are incoming. A new test build featuring these changes will follow up soon.
Our latest efforts have been rewriting our scene change code and with that comes some lovely transitions made using a greyscale image and a new shader.
working on a new mechanic for the prototype. no need to wander over to those far away items when you can just send in your drone.
Character bits! We're currently throwing together the character animation pieces for the new customization system :P
Asking the big questions today. We won't support changing your characters outfit or gender but you can give our beloved testguy a name. Character customization will come later, as it will take planning to get it as versatile as we want at the moment.
I'm currently working on a new game with a team of people. Here's a mannequin being assaulted for test purposes. Gotta do what you gotta do for your damage systems.
Finally, I've had some time to do some more work on the recode. There is hardly anything to see except for this utilitarian clock which can be swapped to 12 and 24 hours in settings. The lighting again changes through the day too.
VERY early test of very basic systems in my new project. Do your work, keep the lights on, and everything will be fine. I really want to gush about some of the things not seen here, but will save that until they can be shown off. FnafKit who?
Is he a... you know....
Light menu is still undergoing it's refit, some behind the scenes code changes making it easier to edit multiple lights. A light will also toggle on/off depending on its intensity. So custom events don't need to be loaded with two different commands.











0 comments