Good day, dear Viewers.
I'm a couple of days late with the news release and I apologize for that.
As always, I'm going to share the current progress.
Earlier, I promised to show the initial capabilities of the character’s movement system and for this, I created a simple ground where you will see how the character steps on an uneven surface, walks, runs, accelerates, squats, jumps, and also climbs and rolls. All this was available in the ALS as default, so I began to explore it in order to adapt and develop it to our needs.
In addition, I indicated that two points were "in progress" state.
→Textures optimization.
→Weight fixes.
At the moment I have completed work on these tasks.
Now, about what we got and a few comments in order.
Steps and feet\pelvis position.
It may seem like I'm paying a lot of attention to this. This is partly true, since the position of the legs and the central part of the body determine the position of the character in both the vertical and horizontal planes.

Throughout several tests, I noticed that the movements of the feet (as well as the pelvic bone, which moves the upper body) of the character in the vertical plane are quite abrupt (for example, if you run along a very uneven surface at speed) and are related to how quickly their position blending relatively to the previous position, which in turn is read from the rays(traces) that are cast vertically down from feet.
I can't explain it any simpler and I apologize for it, however this is something I will be working on to make the movement smoother and more realistic.
Climbing and vaulting.
This is an equally important topic that will be of great importance in the game, since positional advantage can decide the outcome of a confrontation with an enemy in someone’s favor not to mention overcoming obstacles as such.

Vaulting over obstacles (in one move), as such, has not yet been implemented by me, and I'm currently using what the system has provided "from the box".
This is just the beginning of a long journey in which I'm going to make the character more organic and flexible. I plan to make the climbing system more advanced by adding intermediate steps and more animations. It won't be easy, but I plan to do it myself to the best of my ability. If I don't succeed, then I'll take advantage of the experience of other great developers.
Movement.
Self-explanatory topic in which I will be laconic. These movements are directly related to the first topic, the feet and pelvis.
It is worth noting here that the movements are performed in a very balanced manner (purely personal opinion): they have a sharpness when the character slows down or turns around quick, as well as a smoothness inherent in the transition phases (running-sprinting). There is also work to be done on this.

Camera and 3D side view.
Don't let the gifs recorded from the "original" 3D view mislead you. Earlier I mentioned that the game will be a 3D game with a side view, where the camera will be dynamic depending on the situation (move closer, move away, change angle). However, not everyone may like this, so without changing the original idea, I will create a few possible positions for it, which the player can change according to his preferences.
Below is an image that may give a rough idea of the camera position in the game.

Next steps.
Now let's outline the next steps.
Afterword.
Materials, textures, clothing simulation, environment, in short, “picture” is not the most important thing in the game. I have always thought so and will continue to think so. All this can only lure the player, like beautiful posters. But then disappointment will come if there is nothing behind it. While the interesting gameplay gives true pleasure from a game.
You may create a purely technical version of the game, where the role of the character is played by a "stick man", and the environment is gray walls. Then, for some time, the process will go faster, but all the same, sooner or later, we will return to this task.
It's a matter of approach. I want to see what the character will look like as soon as it appears in the game, avoiding more possible edits in the future (while moving from "stick man" to skinned form) and I want to show how I see the game already, step by step - finishing one thing and starting another.
Of course, these are tiny grains that we currently have.
Time and sincere interest. I wouldn't ask for more.
And I know you are ready to give it, which brings me a burst of inspiration.
Thank you.
Yours,
Absent.Dogma
Erbaq
2024-02-27 09:46:17 +0000 UTC