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A fast pace tactical first person shooter action set in a near future, cyberpunk world. You are a mercenary fighting proxy wars for rich, powerful corporations, and you have access to the latest cybernetics augmentation, military grade weapons, and freaking mech suits! You are a cybernetic ninja, with guns.

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Blog RSS Feed Report abuse Latest News: Ascend Animation updates

3 comments by kenchan1985 on Mar 15th, 2015

Hello guys! I'm Ken Neth, and I'm here to update you guys on Ascends new animations that we hope to implement in time for our public Alpha test. These are still 1st pass completed animations that we have not seen it in action within the game, so there will be some changes to it once it get implemented and iteration will be done depending on how it looks in-game.

One thing we've come across when doing the idle poses for the different weapons are that we created separate hand poses for each weapons individually. This got us thinking that it might not be very resource friendly to have that many cycles for all the different weapons. Therefore, we will be in the near future, look into setting up a system that automates this in-game, giving us the freedom to only use a few idle animation pose for the different weapons groups(2 handed, 1 handed, heavy etc etc).

For our reload animation, we're still trying to work out a way to animate the magazines of the weapons so it looks more convincing instead of grabbing thin air.

Hope you guys enjoy it! Please let us know what you think of it. Cheers!

We've added the ability of ground slam in one of our latest build. For the slam, we broke it into 3 parts for the entire slam process to compensate for the different distance the player will travel depending on how high they are in the air. We'll be looking into stretching the kick pose with the amount of time it takes to reach the ground in code, however, that is still WIP. The end result might be different after some testing.


Shotgun reload is tricky as they reload each shell individually. We are still in the midst of working that out in code, so it would only play the central reload loop depending on the amount of shells needed and not the entire clip for each shell.





The climb and wallhang animation have gone through a few iterations as they have already been tested in-game. or wallhang was previously facing towards the opposite side, which doesn't quite make sense to be looking at the wall while hanging mid gun-fight. LOL!


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Ascend Parkour Demo

Ascend Parkour Demo

Apr 16, 2014 Demo 26 comments

A first public testing of the new parkour system. It will be instantly familiar to players of Titanfall and Mirror Edge.

Post comment Comments  (0 - 10 of 82)
Basiloo Feb 24 2015, 9:48pm says:

Ok I'm gonna make some points based on gameplay video
First the first gun took a long time to kill that guy and it appeared to be no reticle? Also the gameplay speed is VERY fast. Now I do understand the soldiers are somewhat suped up but for gameplay purposes this makes me worried. You exhausted a lot of your clip in the first kill so in a 8 v 8 this becomes a problem. The scope looked kind of useless when everyone is moving so fast.

Kills took long time, a lot of clip was burned with most of the kills and shield only adds to that. With the gameplay speed being so fast just raises an eyebrow is all. Encounters usually don't last long in FPS games with the usual being 2 seconds at most in close range. However the scoped automatic part(:48-56) lasted 8 seconds in close range when someone was using sub machine gun. That is ok if it was only a dueling game(1v1) but assuming this will be team deathmatch that poses a problem. Game looks great btw I have high hopes for it. I'm being very critical on purpose, this can all make for great team combat for all I know. Won't know for sure until alpha. :) My Regards

+2 votes     reply to comment
velsthinez Creator
velsthinez Feb 25 2015, 7:49pm replied:

Hey there! Thanks for the feedback! Really appreciate that you took your time to write this. I do agree, that part of the video I was supposed to be dead, and I thought I lucked out.

Looking back at it, it seems to be one of the obscure bugs we are facing, hopefully we can fix that before the public test. We are still in the progress of tweaking and hopefully the public test will give us an even more accurate data and opinions from you. Hopefully you will join us in the public test?

+2 votes   reply to comment
Basiloo Mar 3 2015, 4:05pm replied:

Sorry about late reply, but of course I will be participating in public test. Always in support of FPS games

+2 votes     reply to comment
acexero2010 Dec 17 2014, 1:56am says:

really love the whole concept of this game
can i have a request to draw one of the soldier or in difference looks to avoid people calling me a copy-cat?

+1 vote     reply to comment
velsthinez Creator
velsthinez Dec 17 2014, 8:08am replied:

As in like a fan art?

+1 vote   reply to comment
acexero2010 Dec 17 2014, 11:32am replied:

of course and i almost finish

+1 vote     reply to comment
velsthinez Creator
velsthinez Dec 20 2014, 3:40am replied:

Cool! I look forward to it!

+1 vote   reply to comment
acexero2010 Dec 20 2014, 9:39am replied:

i already finish it
but how am i going to sent you in private?

+1 vote     reply to comment
velsthinez Creator
velsthinez Dec 20 2014, 11:06pm replied:

perhaps you could upload it to a site, or if you wish, you can email it to me at velsthinez@hotmail.com

Looking forward to it!

+1 vote   reply to comment
acexero2010 Dec 22 2014, 1:08am replied:

so what do you think?

+1 vote     reply to comment
Guest Dec 22 2014, 2:39am replied:

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Latest tweets from @thndstrm

A pretty cool game, made with acParkour! T.co

Mar 24 2015, 1:18pm

Wallhang animation: T.co via @YouTube

Mar 15 2015, 6:01am

LMG reloading animation: T.co via @YouTube

Mar 15 2015, 5:28am

Revolver reloading animation: T.co via @YouTube

Mar 15 2015, 5:28am

Assault rifle reloading animation: T.co via @YouTube

Mar 15 2015, 5:28am

Climb animation: T.co via @YouTube

Mar 15 2015, 5:28am

@VisionPunk Tuning in now!

Mar 3 2015, 10:58am

@claudio_setti Thanks for the support! Looking forward to what your creation!

Mar 2 2015, 9:36pm

@claudio_setti Thanks! Gald you like it!

Mar 2 2015, 10:06am

@holmiboii Sadly no, acparkour is dependant on ufps.

Mar 2 2015, 10:05am

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