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Thursday, 14 March 2013

Movement cycles

Have also spent a bunch of time working on our character controllers. They're still in progress but here's a little demo. Apologies for the terrible framerates on these, I'm using Xsplit to record and for some reason it demolishes the performance of Unity. These regions are NORMALLY getting 100+ fps but of course not while I'm trying to record them.

Here's the walk cycle:


Here's the run cycle:

https://www.youtube.com/watch?v=2Nblh0nVsdk

And here's the sprint cycle, which I had to switch to our developer test map for because it also includes a SUPER JUMP that the programmers put in to simulate what would happen if you jump off of buildings or other high places:

https://www.youtube.com/watch?v=I8EwORy-0J0

Apartment and city facade

So I took a break from the character stuff to hop onto something else that needed to be done. One of the big parts of our game is to give each user an apartment or house or some sort of property for them to live in, and to decorate to their tastes. So we needed a new apartment region for the test we were running of our prop editing system. I whipped one up and was pretty happy with how it turned out. I won't bother showing the interior since it's just a bunch of empty rooms right now, but the outside cityscape that I created as a facade for if you look out the window or go onto the deck turned out fairly well.

Keep in mind that it's just a facade. You're not supposed to be able to wander around in it or anything so it's according low poly and simple.