hence why i didn’t have much to talk about the first week. A lot of time is spent ensuring a characters moves, animations and reactions work correctly, when i first started this project i though i could get 1 character per week.
Odds and sods Started with a little maintenance this week by fixing a few things i noticed that had been bothering me for a while when testing CPU vs CPU … Continue reading Dev Diary Week #13
A large portion of the original map has been deleted, i have increased the size of the cullis gate as the size of the character models had dwarft it complelty, some of the houses that have lights attached also have smoke coming out of the chimeny. The actually fighting area has been halved as i felt it
The second issues is lighting. The shadows cast by the houses make the entire scene really dark and unitys direction light refuses to actually point from a direction i want….
Thankfully a large portion of the female animations i purchased have a secondary animation of the same move but with the root motiton alread removed! Making my life much easier! Yayyy! As an added bonus
First of all apologies for the lack of updates during the past two weeks, as per my last dev diary i had hit a wall and lost focus which carried … Continue reading Dev Diary Week #9
So i’ve realigned the hit boxes and hurt boxes of every move Bonekraka has, the active frames for each hit have been changed too be as accurate as possible along with the frames that can be
At 4 frames into the moves execution the camera angle moves to face Agnur so you can see the mech charging towards the camera, at 32 frames it cuts back to the default position so you can
i have removed the double (super) jump feature to stop the dwarf flying into the astmostphere, simple to do and very little was effect. good start.
So after the unitentinal weekend break from development i’ve gained some better perspective on what i should be doing and how to go about that! For starters using Boris Cumberland as my gunie pig (pun intended) isn’t
So i figured out that i hadn’t used the correct animation component on the character prefab for starters as the one i had linked was for “legacy” animations and rigs but I’m using mechium stuff….
The jiggle physics asset is going to cause a little headache, when you select a bone “root” to be affected by the jiggle anything under that hierarchy will also giggle which means anything like the character stomach or breasts need to be the very last node in the bone root structure. In short, i need to rig every model myself.