Alright, so Unity3D 4.1.1 changes incorporated into my project - check! Lots of smoothing to do, from what I can tell it's going to take some tweaking of specific transitional cases in the animation state machine, right now i'm not too worried about the aesthetics so much as getting everything working together well enough to "play".
I think the TPC is there now, definitely a lot of tweaking to do STILL, but at this point it's close enough for me to move forward with the game proper I believe. I'll probably bounce back to smoothing and fixing animation stuff for some time yet, but wtf - looking solid and the framework for the TPC is really good, should go the distance with some refactoring as things progress.
So for the next phase, I'm going to focus back on weapons again - a few things i'd like to fix:
1. Shooting originates with the camera, which is ok for me, but it needs to start the raycasts forward more so that if you have the camera behind a wall and shoot it shoots "from the player" instead of from the camera.
Now, I've been down this path before, and you'd think the "easy" approach here is just to raycast from the weapons muzzle ... maybe i'll try that again, but the issue with it is that it really throws the player off in terms of expected hit locations, especially shooting around obstacles. The other issue is preventing the player from shooting through walls by clipping their gun through them. The latter is not a huge issue, i'll originate the ray from the players center of collider.
Will have to playtest and figure out what works best, atm i am partial to the idea of raycasting from camera center but moving the ray forward to be inline with player as starting pt .... not sure yet.
2.Bloom - right now it uses that animation curve i spoke of earlier. So the problem I have is say the first 50% of the curve is flat, no bloom, then it starts to bloom right? When the player stops shooting it starts to recover, but once it hits the tail end of that 50% it "looks" normal again, when they shoot it goes back up and blooms all over without resetting. I'd like to incorporate some kind of "stabilization time" where it will just jump back to 0% so the player does not need to wait a while at a seemingly "stable" point to shoot reliably wrt bloom.
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