Version 0.9.3 is now live on steam
Took a bit to set up but foot IK is now functional on characters it uses offsets to allow IK to run on top of animations (Additive) This allows IK to function in par with movement animations This makes characters more believable
2024-09-16 00:51:55 +0000 UTC View PostCustomization system now has an overwrite option that will allow players to fully replace their character model.
I'm normally gonna be using this method to add characters that were previously removed, Like the Robot.
When it comes to mod support
There is a few steps that have to be made in order to make a compatible character but those will get documented on the future with the inclusion of a lightweight SDK.
The only drawback so far is the need of matching rigs in ...
This is basically a recreation of the removed claw melee weapon, Such weapon will be used by zombie players on the corruption game mode
2024-08-29 14:16:18 +0000 UTC View PostPlayer usable drop pods for the corruption game mode
2024-08-14 00:33:57 +0000 UTC View Post
Made originally for a zombies mode but fully compatible with player customization
2024-08-06 05:55:21 +0000 UTC View Post
Huge thanks to https://youtu.be/eBS3BOI5KnM?si=1iHuCZ44QuFD-fAi for providing a great starting point
it's basically a better approach to cell shading than previous iterations
this method provides a cleaner and vibrant result while eliminating previous artifacts caused by older methods
A remodel and reanimation of the old proto melee weapon
this one is an actual weapon instead of an axe reskin
Already a huge improvement over the previous system
This one combines procedural and baked animations with inverse kinematics to make the characters feel more alive and less static
it's an emote with different variations, one of them is a bomb that can kill other players
2024-05-20 23:58:05 +0000 UTC View Post
Character perform context poses based on player input
(Fully replicated and works on replays)
Car now has textures and sounds
Just some small tests for the future re-inclusion of vehicles
TA will vehicles as it did before, however instead of walkers, a decision to keep them wheeled was made.
walkers are not fully out of the picture but wheeled vehicles have taken the crown
This video shows a bit of testing on vehicles
The goal is to use them for big maps and modes, say something like a bigger CTF or a racing mode
it is highly experimental on it'[s current phase and bound to change
<...
One down and many more to go
one thing that I want TA to have is the ability to integrate community made work into the game, such as skins.
community members can download a template file and start making weapon textures than can be added into the game, myself included.
However there is one slight problem with this.
Some weapon models are either too old or problematic, meaning that a lot of them have to be fixed.
And on this epic journey, I will like to introduce ...
Just a slight change to the way that first person legs are shown
The previous system only showed from the legs to the chest, however this system could be expanded a bit more and polished up
New additions will show neck fluff on top of the chest armor while grounding the camera to the character
This feature is disabled by default and can be enabled on the game settings
Weapon skins was a feature that I wanted to have in the game for a while but held on adding it till now as the game needed some rewrites to a few systems
Players will be able to select skins for their weapons
Skins can add visual flair to weapons and can range from simple color swaps to full on dynamic textures
A way to earn weapon skins hasn't been clearly decided yet
bit of more work under the hood for future proofing and flexibility
just cool stuff to show for loadout editing
showing up some animations and a wip system for a capture the flag mode mode
2024-04-03 02:46:51 +0000 UTC View Post