Now, over to a polite Scottish gentleman with an important mission. This isn’t the end of gun improvements in PZ and, though much improved and with the optional targeting outline we’ve showed off in previous Thursdoids, we would still consider the overall gun systems imperfect.) (It should be noted that, while guns themselves are getting this love in Build 41, the rudiments of PZ shooting and aiming are going to be improved in Build 42 alongside work on hunting. Gun magazines will have a high chance of spawning with the gun, most of the time empty – but ammo boxes or bullets are also likely to be present – meaning a 9MM pistol will have high chance of having 9mm bullets or 9mm box in the same container.All are compatible with the sorts of ammunition you would expect from their real world counterparts, and each has their own set of anims for reloading, shooting etc. Currently we have various revolver sizes, a single bolt action rifle, an assault rifle, a double barrelled shotgun and various others. We will be giving weapons authentic-sounding names, although clearly we can’t use real world brands.Reloading/racking time is influenced by your reload speed and panic. Weapons will have a base chance to jam, which will be increased depending on gun condition.Here’s a few examples of some new stuff that’s currently in the internal test build: “Although currently done via menus in the video, the system should work basically the same as before: press R to insert or eject magazine, X to remove bullets or unjam the gun. Also, seeing as you can judge the speed yourself in the animation, this means that there’s no longer a timed action progress bar above your survivor.” “As such my new reloading code is implemented in a single timed action lua file, which is driven by the animation – so its sounds are tied to the animation itself when it’s finished. It became a problem for both ourselves and modders to make changes.” “In the current version of PZ, the code that makes up the reloading system is huge. Let’s have a quick look at a nice (very WIP) of RJ’s current reloading work, before we track down the legendary Frenchman himself. Hopefully we can get some good visuals of it in-game to share you with you all as soon as it’s operational.” “I’m currently working on the mechanism that will read the character’s intended direction of travel, and translates that into the desired blend of animations that will get them there. Then, if they are to completely change direction, we can add an animation that the character can use to stop, twist, and run off in the opposite direction.” We can add animations for running while rotating left/right and the character will have a distinct tilt as they lean into the turns. “This can be done by leveraging the animation system. For example, rather than slowly rotating 180 degrees, the character should jump, stop, and bounce backwards.” “So: a better way would be to add some more realistic twist and turn behaviour. Most of us don’t run as though we’re on wheels.It’s okay to play with, but is especially grating when you’re inside a building.” “The problem is that this gives the character a very robotic feel. This essentially means that going from East to West is a simple matter of rotating the character 180 degrees, over a given amount of time.” “Right now in the internal build the character’s rotation is done via simple angular interpolation. “I’m currently working on upgrading the character’s rotation mechanism,” Zac explains. With that in mind, then, let’s first visit Zac with whom much of the initial integration of the above tends to lie. We also, clearly, need to bang any other gribblies on the head that crawl out of the woodwork in the process – like, as happened today, a slight rethink on how we’re doing our clothing layering in AnimZed to avoid a lot of clipping issues that’ve been piling up recently. You’re probably bored of us saying this every week but, just for anyone who isn’t up to date on their Thursdoids, before we can go into the public IWBUMS beta stage we need to have our rotational animation system in, some optimization on zed crowds done and MP hooked up to all the new framework. Hi everyone, let’s go for a quick round-the-houses on what’s happening in some key areas of the Build 41 internal animations build.
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