The last week has been dominated by the rework of the animation system which is compared to other games much more advanced and versatile. The system allows for smooth and lifelike animations blended with user interactive animations. The provided image shows a simple looking up and down acomplished with this system which is not an animation sequence but fully interactable by the user. The real power of the animation system you will see if you have once after the release a chance to look at the code. I wrote the scripting interface to be as easy as possible to use this powerfull system.
Another major part of work has been the first person dragon view, or in this case, the fallback-view. In nearly all games the first person view is done separated from the player character animations. For example you can get shot and your view stays on target whereas the other player would see a pain animation. In Epsylon this is not the case. The first person camera sticks to the head of the player character at all times. This means especially that every movement of the head due to animation or other influences (like hits, ragdoll or alike) will result in your first-person view to produce the same movements. Hence if you swing around for a tail whip your view swings around too and if you get hit to the head your view is knocked off target and you have to circle in on the target again. This way you will feel a whole new dimension of first-person gaming as you feel every motion of your character at all times. The following image is one of the possible fallback-views. Please read this Fallback-View Forum Topic to vote for your favorite view. The image shows the fallback-view how it is implemented at the moment for Odjin.
Also done this week has been the movie camera. This camera the mapper can completly control from inside the map-editor. He can place camera-rails in the map which the game will then use to move the camera along to create a movie like gaming experience. The player can select which camera he wants to use. Also included is a chase camera sitting always slightly behind and above the player.
The next steps are to place some more work into the map creation process and better trigger-support.