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An Original Video Animation, based on the Armored Core series, created in the Unreal Development Kit. The project has since moved to Unreal Engine 4.

Post news Report RSS Update # 69 April 2012

2012 already and still no end in sight seriously whats going on with progress?

Posted by on

This is an update for Armored Core limit release on 18th of April 2012.

Over the past months I have been working on rebuilding many parts of content
from levels, and textures, to various models, and effects, its been a rough
ride with having some technical problems which have since made me have to
revert to backup files that do not contain all the newer content I was
working on unfortunately.

So that leaves me at stage one again, I have models, and effects, but no
final animation which is long over due, as it was meant to be done to
coincide with the release of AC-V, which obviously has by now been out for
quiet some time.

I would ask for help normally but the whole point of this project is for
me to improve on my previous works thats where the name "limit release" comes
from, before this project I couldn't texture or figure out how to unwrap models properly,
I couldn't use normal maps atall and I couldn't understand much about unreal engine 3,
but thats changed working on all this content.

I'm still having trouble with animations but I feel I am making alot more progress even
if it is very slow at the moment,which brings me to a point.I have been incredibly slow and
you the fans are still around enjoying any and all updates, as you know I like to answer
your questions when I can, and I thank you for your support but I was slowed down in the past
by people nit-picking at certain things to do with the load outs the ACs have, placement of
weapons and weight issues and such, I went back and changed them a couple of times to try and
get them to make more sense but apparently that wasn't good enough for people, and every time
I changed the load outs I ended up having to edit major scenes because the AC`s react differently
in battle based on what weapons load outs they have, so that was a major thorn in my side.

I felt like I was getting no where trying to please a fanbase that obviously likes the content
I produce visually in the screenshots, but when it comes to an animation to top the last set of
"test" animations currently on youtube and in the gallery, I was falling short because people did
not like the fact that I was heading out of the box in terms of how the AC`s moved and fought.

So instead from now on and hopefully to end this quickly instead I am going to make an animation
that I am happy with, I will not be making it to please anyone else just to be visually appealing
to myself, as I want this project to be done and over with and do not want to be hitting that wall
repeatedly anymore trying to please people.

Post comment Comments
DragonT4
DragonT4 - - 39 comments

for one, Awesome job, mad props for coming this far, i am looking forward to being able to play this, 2nd, when it comes to modding i can understand, i was in the process of building a Dead Island mod, but things kept showing up putting me at square 1, sizes of zombies etc. etc. so like your animations, do it how you like, pleasing everyone won't work because not everyone has the same idea or likes, (WoT for example, the on going fight over what tank is O.P.) your doing well. keep it up!

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Sanada_Ujio
Sanada_Ujio - - 51 comments

It's true, not paying a lot of attention to the fan base is a good way to get things done. The cool thing is that you can later refine stuff, after you're both more skilled at doing whatever it is (animation) and after you get a better feel for how everything sits together.

I am very excited to see what comes of this project though! I've loved AC since the very first game and I'm happy to see others love it too! Keep up the good work! (Seriously, you have some cool stuff going on!)

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Moodydave Author
Moodydave - - 447 comments

Thank you very much :)

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