The new character now has all animations set, ready to be implemented into the game.The new animations are: Run animation, run with small weapon, run with rifle, crouch run, crouch run with small weapon rifle,prone movement(run), prone with small weapon/rifle, eat/drink animations, and the list goes on !A challenge with Unity is the animation system, the animation system is called "Mechanim", and has sometimes trouble playing the right animation at the right time.But I will try getting the character animations to run correctly.Below this text, there are a few .gifs showcasing some simple character animations, I will fix the bones glitching out at some points.
Modelling buildings is always tough work. I had some spare time, so I made a small mansion.The mansion has a fully intractable interior, such as a fireplace, doors, etc.It has a decent room placement, but working with low poly can be hard sometimes.I can't use much textures, and I always try to use clean diffuse materials for colors, because otherwise it won't fit with the rest of the game design.The fireplace in the new buildings are usable, and it's easy to light it, you only need a few wooden logs.Buildings on its way(WIP)
- Sheriff's station(police station)
- Smaller house with 1 floor
- Food market
EAT- AND DRINKABLE ITEMS - INVENTORY
Added more inventory functionality, such as using usable items, and drinking/eating water/food.Equipable items are equipable directly from the inventory screen, by right-clicking on the equipable item. Next week, I will bring weapon/cloth functionality to the inventory screen, so each and every part of cloth on your character is customizable and changeable.Same goes with the weapons, they will in the future have attachments, I have not decided yet what kind of attachments.
When the inventory is complete, you will be able to drag- and drop items to weapon/armor slots, you can of course right click the item to equip it, if you think dragging and dropping is a pain.Another functionality this week with the inventory, is the bullet count on weapons you use. Bullets and other small items are stacked in your inventory.
To link the stack to your weapon, so your weapon uses the correct ammunition, you can either drag- and drop or right click on the stack, it can't get any simpler !I've also added a pick up delay when picking up items, it's around 0.5-1.5 seconds for picking up an item, and is represented with a round shape and a tween animation.Why did I add a delay ? Looting is a crucial part of survival games, this delay makes the game a little more realistic.And I won't add any outline around the items, the items should be hard to find and it should be a challenge getting good gear.
TERRAIN ASSETS - VEGETATION
This week I've started to model terrain assets. Such as pine trees, bushes, and more rocks.The pine trees, believe it or not, are a important part in a survival game. I don't want players to only camp in a tree all day, so I made the pine tree with semi-transparency, so you still can see through it.The pine tree is of course a good spot to camp, but you can still see through the tree.
The bushes, are not as important as the pine trees, since they're just "terain fillers", and they make the terrain feel more alive.I will continue creating different variations of vegetations, since it's important to have terrain assets to create a good looking environment.