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Quickie… doors are opening.

Quick in-game vid to demo the in-progress doors & animations.

Very happy with the progress with the doors. Aside from the usual opening/closing, they react to the player pushing into them and, more importantly (and cooly), your weapon.

Animation wise,  we found out the hard way that our skeleton wasn’t setup to handle animation mirroring correctly. Seems my original tests relating to the swapping hands used skeletons with a different setup. Jeremy, awesome that he is, has already sorted it, but it was still a headache we didn’t need.

You can see some of Jeremy’s efforts in the video above and we hope to show more of it soon.

On the networking side of things, we’re buggy, but stable. In a game over the weekend, John and I mucked around on a dedicated server for more then an hour, no worries. Another step towards a playable build 🙂

That’s it.

-Kris

FOV settings – opening a can of worms?

I need practice doing more of these until I stop rambling on and repeating myself… but anyways.

Quick video talking about and demonstrating the FOV settings we now have in Ground Branch.

Personally, I have a 24″ monitor that I sit about 90cm/3′ from.
Then again, I sit about 10mm away from the lenses of the Rift.

-Kris

Projectile system

Projectiles in Ground Branch are taken from a player specific ‘pool’ whenever a player uses a firearm. A projectile taken from this pool is assigned any relevant info and sent along its way, using the Unreal Physics to simulate bullet flight and drop. Phsyx could be used instead, but we see little benefit in using it over the basic Unreal physics.

Handedness

As stated last week, the default right mouse button is assigned to the left hand, not aiming.

First thing to think about – we’re going to let you choose to be right or left handed, and support the ability to swap hands in-game. Your handedness dictates your ‘main hand’, with the opposite hand being your ‘offhand’. Aesthetic reasons aside, the game play enhancements are just something we don’t want to pass up. …

Commands and keys bindings.

Bit of a slow week, continuing my efforts into Scaleform and Action Script, this time in relation to the main UI.

Some discussion lead to a pretty significant change – there is no main menu. Being a PC focused game, having to go back to a central screen to choose another seemed odd. Animations are also currently non-existent. Quick transitions may be added later, but that is about it. We figure people would prefer to be in-game playing, rather than waiting for flashy animations and camera flybys.