Every once in a while i get bored and try to replicate some game elements i like from other games. So that’s what you are going to see in thread.
In video you’ll see Dishonored’s Blink, FarCry’s flamethrower(sets NPC’s and foliage on fire), Killzone: Shadow Fall scanner and dragon shout from Skyrim(with crappy particle ;P) And a melee system which currently sucks for lack of proper animations. Super easy stuff but it is fun.
Taken the postprocess material for the scanner from here, spear from here and grass from here if anyone wants them. Characters and animations are Mixamo’s free stuff.
That burning animation is Mixamo’s skinning test animation. I thought it would make more sense to use it then to make them stand still or go ragdoll while they burn. And yes, especially the teleporter is a lot of fun.
time we have horse riding and flail swinging. I’ve always wanted to see flails in games like Skyrim, even though it is not practical as you will see in the video.
I meant to do some months ago but physics thruster require you to place it exactly at center of mass so that it can thrust the object straight forward instead of making it spin like a headless chicken. And now that we can get CoM in blueprints i gave it another go. Every motion is driven with thrusters(6 in total right now.) It is more frustrating to control than i imagined though…definitely needs some sort of counter thruster system in order to make it more game-friendly. I can give the BP away later on if anyone needs such a setup.
wow the viper is AMAZING. Impressive control skills. Just like the tv show! I can easily imagine controlling a viper to destroy resurrection ship vertically!
That orientation widget helps when there is a static platform in the level like one; otherwise you may get dizzy quite fast! I’ve also added boost now, which improves the perception of speed and makes the ship more responsive.
Exactly what i was aiming for.
Yeah, it helps you learn and it is also good to have those pieces of modules later on if you happen to need them for any project.
I went back to my physics driven spacecraft project lately. Added some gameplay with very basic AI and missions, sound fx and UI. The planet is from 's gas planets awesomeness and the skybox is generated with Spacescape.
I’m planning to add localized damage and missiles next whenever it may be. I’ve also experimented with world origin shifting but it was weird. I had to execute it twice in order to actually reset the world origin. And i also noticed that it reduces the amount of jittering and stuff but once a component is offset due to extreme distance from 0,0,0(you can observe by travelling at full thrust for some time and see the gimbal indicator in the cockpit go nuts) it doesnt reset its location with world origin shifting, so i skipped that for demo. I’m also giving the packaged project if anyone wants to give it a try. Let me know if you have any suggestions or features you want to see added!
I’ve added a bit of spread angle to the bullets to make it a bit easier to hit the enemy in longer distance(i know the enemy model isnt the easiest collision shape to hit but i had to use a Cylon to get it out of my system ) and homing missile is on it’s way. I should be able to update the download link next week.