New Model + Animations


So I have reworked the model and done some animations for her


Here is her doing (almost all) the animations that the last model could

I'm trying to make it as dynamic as possible, so now the high jump can scale with the height of the obstacle and I have added root motion where needed.

All animations can be cancelled leading to jumps from balancing and wall shimmying. Still need to fine tune some of the positioning but all in all, I'm very happy with the upgrade.

Now I just need to give her eyes and someone to emote/talk at 

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Created a camera reset system that locks the camera behind the player that brings the camera closer and fades in the aspect ratio. I'll work on targeting points of interest later but pretty happy with it for now.


Additionally, added in some post processing (it's hard to see because everything is grey) that adds a small amount of tilt shift, which blurs the top and bottom of the screen slightly.


I also added in level transition names, so when travelling to a new map, it will pop up with a little text at the bottom left of the screen with the map name.


To do now to fix this up is to create animations for the strafing and walking backwards.

Starting on the camera system, so for I have a reset to center the camera behind the player. Now to just finish it off.

Added in the remaining animations too

 - box pushing is back and vaulting

Additionally, added in an animation if the ledge is too high


MASSIVE UPDATE!


All I did was added eyes!

the end.

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oh and added text that appears letter by letter

Just a little fix today.


Making the high jump animation jump to edge of the object interacting with


So far seems reliable and while it's not perfect. Better than floating in mid air or into the mesh.


Also changed the run animation slightly so her hand don't clip into her skirt.

what game engine are you using

Unreal Engine 4.25 and I use blender for the models and animations.

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Starting up the dialogue system. 

It's just an widget with an array in it with all the dialogue. Using the interact feature I made for the box push I have an event trigger that switches on int. Using this I can customise what is said and when. I'll have to make some kind of quest tracking game instance to keep all the Booleans at some point. But for this, it's fine. 

Oh also, the Pigeon Parcels owner. I'll name him Coolio (pronounced with the pigeon coo at the start).

Story wise, he will be sitting in Pigeon Parcels and when you go in to he'll give you the exotic parcels job. This will be the plot device for the game. Also who wouldn't want a job with exotic in the title.

Also, there is spelling mistakes in the above GIF I know. Cbf fixing them until I need to.


Also, also, I need to add eyes! that might be my next task.