Nightfalls TPC is coming along (slowly), now using awesome Ruined City asset for some testing. Have some work to do in improving movement and transitions but its looking passable now. Going to start in on armour and inventory handling next :).
Worked out the clipping issue with some walls now as well, great stuff - problem is it breaks other aspects of the code so i’ll have to look into it some more.
Controls so far:
WSAD = Movement
Spacebar = Interact (must be facing object and it should indicate it’s ready by being highlighted in green)
C = Crouch
x3 WSAD = Dive roll
SHIFT = Sprint
SHFT + C = Running Slide
1-6 = Toggle weapons (5 or rifle, disabled in favour of shotgun atm).
LMB = Fire weapon (primary)
RMB = Alt Fire weapon (secondary, currently melee)
R = Reload weapon
G = Drop weapon
Space = Pickup weapon when highlighted in green
ESC = Menu
Lots of work and the state machine is sure starting to look messy :), but it is progress nonetheless!
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Updated 09-20-2013: Upgrade to 4.2, Fixed some movement issues and interactions, added basic menu hook (esc), targetting armour/inventory next - since there will be asset store work involved game development may be idle for a while then get a big bump from my own assets :).
Updated 06-15-2013: Upgraded to 4.1.5, lots of bug fixes including running slides being straight now and some animation transitions, have very basic AI in place and weapon bloom effects on weapons. Also dropped TPC into MichaelO’s “Ruined City” scene. Will be deploying a new web player in the coming months here, this one should play much more like a ‘game’, for now see blog for more details: http://nightfallgame.blogspot.ca/ .
Putting some more cycles into weapon handling here and sprinting (with weapon) which is currently quite ‘meh’. I’m targetting some HUD elements here as well, time to HUD it up a bit!
Updated 03-25-2013: Upgraded to 4.1.1, smoothed some animations, ladder animations broken and need rework to behave well with animation state machine changes.
Updated 03-05-2013: Guns shoot, bullets impact - magic happens … a bit :).
Updated 03-01-2013: Smoother upper blends in place, weapon dropping (G) pickup (space) and more weapons to try out.
Updated 02-17-2013: Have combat mode “mostly” working now, as well as a few new animations (try holding shift while moving then tapping ‘C’
). There are a LOT of mecanim state machine refactorings in progress, so this code is going to be unstable and buggy while that is ironed out. Have the remaining weapon blends waiting in a queue, but busy reworking vaulting and a few other details atm.
Updated 02-03-2013: Fleshed out remaining bits for both Pistol and SMG animations, added sound and refactored weapon handling into an aspect. Also found a way to allow for target-able areas of an object while highlighting the whole thing still :).
Updated 01-20-2013: Added Pistol based animations for firing, reloading and melee, need to work out how to mix in different avatar masks (see: http://forum.unity3d.com/threads/167002-Different-Avatar-Masks-in-a-Layer