hey everyone,
thanks for taking a look and leaving comments, its really encouraging especially since the game is just beginning to start. I find the beginning the hardest part to get going.
Everything here is done in c-script.
Yes I will be putting the how-to on everything, especially the IK, on my website. But remember that its the "Poor Man's IK", so dont be surprised if you dont find any secret vector math or anything, because I use a funny yet simple solution to it
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Nems:
So far every important feature is becoming modular, but in the end the demo/game will have everything working together. Ive been able to combine the Bone rotation code to the body collision code really easily, mainly because whatever effect is needed is just called by a single funcion(); in the action's main loop. All these effects have their own little levels made to isolate them and get them working (as you can see in the video). I have my fingers crossed but Ive been literally combining effects with single function calls, and its working great so far.
After I iron out some pathfinding loose ends, I hope to put pathfinding, bone rotation, bone collision, scanning and targetting and firing into one single entity! At that point I think I would have a hard time choosing what route to take for my game. Do I make a simple deathmatch AI to test it out? Or do I jump right into the squad AI Behavior? I dont know but Im glad Im getting to that point
But most importantly, all these different effects open up all the other types of games Ive wanted to make. So instead of rewriting the bone rotation code, all I would have to do is include<>;, then name the bones, and call the function.
The next few updates will probobly be pretty boring concerning cleaning up the script, but Ill be putting some character concept drawings soon.