Here’s all the icons so far (excluding clay, flint, animal tendons and seeds). I felt the duct tape was a nice addition. ![]() The leather was probably the hardest/weirdest thing I have ever retopoligised and took a couple goes to get right. This was definitely the best option as a blob of animal fat just looks like a white smudge at 48×48 pixels and isn’t a very interesting world item (hoping for jiggle physics on the pork belly). Figuring out how we were going to approach animal fat in 3D was an interesting task, Cow_Trix had the best suggestion, a slab of pork belly. Down below are two of world items I was most happy with. This will be a welcome change from dealing with metal plastic and rubber that the AR15 was constructed of.īeen getting through as many world items as I can this week, really enjoying the small design challenges that come with each new world item, although not enjoying the baking problems that each one presents but with all the midnight problem solving I’ve been doing in substance painter I finally feel like I’ve worked out all the kinks in my workflow. After that can move onto properly sculpting the high poly. The idea is to check this mesh with the current animations, to make sure that they work and don’t look whack. I’ve not done this with our systems ever, so it will be a learning experience, shouldn’t be too hard though. I’m now doing some skinning to fit these into the animation sets that exist for the current bow. I also beefed up the shape of it so that it had a thicker appearance so it would not get lost in the world and in the UI. There will initially be far less parts for this bow, but the design is very modular, so we can swap parts around as we create more of them. Much like the other weapons we wanted this to have parts that would be interchangeable. The old bow was fine but while we are redesigning it we thought we’d add a component system to it’s design. I started with some concept designs for the new Recurve Bow. Other than that I’ve been fixing up a bunch of bugs in both the SDK and the game, such as vastly optimising how we were setting up skeletons for creating icons and world-items, which means every item having it’s own pose is now an entirely achievable dream with little to no overhead. I spent a fair bit of time setting up the many items in the project to this new structure, and it’s working great! I also put in a bunch of the world items tehsplatt has been working on. So things are more unified, these static objects will now use the pretty amazing MeshAttachment tool, just baked to an empty character. We also changed how we do icons and world-items for non-equippable things like food, materials, machines, etc. I also changed item slot dragging to be a multi-raycast system instead of the single UI raycast I was trying to get away with before, which led to some inconsistencies with dragging that we didn’t like very much. I found that we are raycasting against a lot of objects that we really don’t need to be, like random bits of text or things within buttons. This made it a lot easier to see exactly what was happening under the hood with the UI and exposed some good ways we can optimise in future! For instance, a simple application was showing on screen what was currently capturing the mouse UI raycast. This week I’ve been fixing up more bugs in the UI and with items, changing how we do static item visualisation, and fixing up as many things as I can in preparation for the test release that’s coming soon.ĭebugging the UI got a whole lot easier, as I wrote a little framework to easily visualise points, rectangles as an overlay on screen. You may also notice I am shooting with a piece of animal fat apparently, another bug the team is working on. Our projectile rendering was broken in 5.6, so I spent a bit of time fixing the projectile visualizations to use the new 5.6 linerender features. I also re-implemented the spear to use the new Equipment system and Mesh attachment system. These can now be configured as scriptable objects in our SDK projects and tailored to specific uses. I was fixing a bunch of bugs in the ItemV2 impacts so I spent a night rebuilding the impact system to be more modular and be re-usable. ![]() This led to big inconsistencies between them and made improving functionality hard. Our code that handled impacts was a horrible mess, melee and ranged impacts were completely different code despite doing 90% the same thing. ![]() At this point it will be atleast another week before the ItemV2 preview will be made public. ![]() We have made massive amounts of progress this week towards the release, but as we test more the bug list keeps growing. Another big week of hunting and crushing bugs, filling in item configurations and making sure everything is properly setup to close in on some sort of release.
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