Unclear
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| Joined: 27 Aug 2011 |
| Total Posts: 17060 |
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| 30 Nov 2014 11:01 PM |
https://www.youtube.com/watch?v=06US7idsL_s
It's coming along pretty nicely.
Gonna tackle some harder things soon and then wrap up gameplay, then work on extras.
Check out the video! |
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sparker22
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| Joined: 11 Mar 2010 |
| Total Posts: 846 |
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| 30 Nov 2014 11:12 PM |
| Nice job Unclear! I really like how Arke is progressing. Although I did notice two things about the test. The FOV change when aiming looks like it is quite disorienting. Also, the wall-running and such seems a little inaccurate with its detection on when to wall-run which may mess some players up in critical situations. Regardless, looks great. |
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Unclear
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| Joined: 27 Aug 2011 |
| Total Posts: 17060 |
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| 30 Nov 2014 11:17 PM |
| Thanks sparker. Detecting is an issue because of forces and collision detection (Newton's third law!). I'll be rescripting wallrunning so it follows more rigid rules... like a certain amount of studs away from the surface. Will be fun to do. (: |
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sparker22
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| Joined: 11 Mar 2010 |
| Total Posts: 846 |
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| 30 Nov 2014 11:22 PM |
| yeah, I didn't expect it to be easy. When you rescript it with more rigid rules, hopefully it will be a bit better. Good luck with that. Any word on the drastic FOV change when aiming? Could you possibly make it less of a decrease in FOV? Like I mentioned before, it looks quite disorienting. |
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Unclear
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| Joined: 27 Aug 2011 |
| Total Posts: 17060 |
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| 01 Dec 2014 06:23 AM |
| I'll see what I can do. :p |
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Unclear
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| Joined: 27 Aug 2011 |
| Total Posts: 17060 |
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Compounds
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| Joined: 19 Sep 2009 |
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maxomega3
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| Joined: 11 Jun 2010 |
| Total Posts: 10668 |
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| 03 Dec 2014 05:59 PM |
Amazing, really (I expect nothing less).
The common problem with wall running is the inconsistency with it. Even in the video you were struggling to trigger it. I hope your new method works better. |
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