Thursday, December 27, 2012

Tuesday, December 25, 2012

New Post!
I'm currently working on a code that randomizes enemy parts (heads/eyes/bodies/hands/shoes)so some parts are missing in this build, I'll upload the results soon enough. Also note that the flashlight and muzzle flash effects are placeholders. The next update will have better versions.

 All images are work in progress pre-alpha and do not represent the final quality. 

Scarlet leaves a flare running in a backalley.

                                       
Aiming down the sights of an SMG in the hallway.
                                       

This is the exterior view of the same building.

Sunday, December 9, 2012

Updates List:


-Walking on different surface types (concrete, metal, wood and snow for now)instantiates different sounds and/or particle effects. Also added different intervals and effects for walking and running. 
-Begun work on H100 Vehicle.
-Begun work on headlight particle animations.
-AI Opponents now have limited field of view. You can sneak up behind them if you're careful enough.
-Fixed physics based objects with the integration of custom physics materials. Weapons and items no longer fall through the map.
-Added flares (particle effects and instantiate code). They will be invaluable in the demo as your primary source of light in total darkness.
-Added fully automatic fire for certain weapons. Fire rates and reload speeds completely tweakable.

Minor Additions and Fixes:


-Fixed major camera issues, still has some clipping issues.

-Added a "drop item" animation for the items you may be carrying. Stylish and useful.
-Fixed AI Opponent waypoint system where "wait" command would not always work.