Wednesday, 13 February 2013

Climbing Through Windows

Already had this in place but noticed that my code assumed a fixed y-axis, which means that if a window were to be higher or lower from the ground then the player would stand too low/high to look as though they are using the window ledge to step through the window.  All fixed, looks something like this:


My animator (Ryan) has some combat strafing updates, working on integrating that and restoring the appropriate transitions (i.e. combat -> sprinting -> combat, etc).  So that'll be on the menu for a while, one thing I'd like to focus on soon here is the camera code, it needs to use a curve for following player mouse up/down movement.

I'm really needing to find a solid environment modeller/level designer right now, someone who can put out very good work at a reasonable cost (to hobbyist/indies) :).  Will keep on the lookout for that, right now i'm still hip deep in animation work.

Once combat upper/lower blends are refactored and cleaned up for pistol/smg, it's time to use the new 2hd, 1hd, rifle and shotgun animation sets.  With those in place, I'm done general animation bits aside from a few more "candy" animations  - Travis's request for a spriting "slide" animation should be fun to implement and we want to have a few variations on "pull up to ledge".

For instance, my current climb code assumes you want to climb in a few steps - jump and grab, hanging idle, pull over, let go.  This is fine for climbing centric aspects of the level, but there are cases where you'd really want to just jump up, pull over and drop down in one motion - climbing over a fence for instance.  So we'll be adding that variation in.

Jumping is the last big one, for some reason this animation really annoys me - i have two issues with it:

1. I LIKE using SPACE to interact with anything, and being able to hold it down is good for sprinting/parkouring through an area ... how do i retain that with jumping in place and not wanting to use another button?  It'll take some thought, don't like the idea of a player being close to a ladder and not quite ready to interact, then having to wait for a jump animation to complete because they "mis-targetted".

2. Jump can actually be a real pain to implement in a way that syncs up the animation with physics, if we do put it in, i'll likely be a simpler fallout3 style where you just "start" the animation from when hes in-air and don't worry about cool take off/landing transitions.

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