Trying to not get to complicated while being the most robust!
Working on the cobat and item system
Spitballing here….I want it to be as open as possible but also as compact and doable as possible. It is hard to balance the best operating method. Every item you wear may have a special ability on attack or defend. So far I have item effects. On weapons and abilities they get a down, held down, and up command and each item effect decides what to do. IE a ballistics weapon would on down fire a shot. Collect the closest enemy hit and operate on them and the attacker. It would 1 reduce the ammo count 2. Tell all equipped items there is a attack on X and do what you want. There is a helm with a 1% chance of life steal. It adds a life steam to the attack. Your chest piece might have a chance of butterflies attacking the enemy on hit (just an example of how different it could get down the road). However, when you are wearing all life steal I want to add it all up and use that. On the other hand the hundereds of other possible effects would be impossible to add. I think I need to look at the base stats of Health, Energy, and armor. Use them as a baseline somehow and all other effects would be their own thing. Then again there goes the open idea of having crazy effects like a possible pathogen that spreads to nearby enemys. I know there is a greay solution sooo… tonight I think =)… K.I.S.S. keep it simple stupid..
Had to redo the ragdoll config
I had teh wrong base skeleton ARGH… there went an hour… O well back to getting cobat back in… then onto the mission editor and moving it over. That needs to be the strongest thing in the game to convey the story.
More later….
Well did the exit hit…
Not worth the calculations as most times it is barely visible…. yeap shoulda known that.. but things are moving very quickly now… bringing the old systems over and converting them to a new modular systems. It is working well. I expect some amazing things. I really want to focus on the mission syetem and story telling soon. It already was next gen when I stopped. So a little extrea could make it really intersting. So today recap … got the ragdol system done with a new base skeleton. Gotthe cobat system done with a new collision skeleton. Got the item system and stats back in. Got the blood effect system back in with a read directory system so if I add more effects it auto adds in… got the item stats to add to an attack.. tomorrow who knows -)… moving fast… I want to spend the most time on the story delivery in the end… and in VR this is a whole new game.. So we shall see!
More later….
And please ignore my spelling and grammar these posts are for speed =)
I want exit points…
So I think I will do a reverse ray cast from the next hit point to the target. Then bloods will spray from both sides of the target… Much more satisfying!!!
Blood back
Testing blood effects on hit. I would like to do blood decals on injured AI most probably.. Not right now though.. first I want to get the combat toatlly in… I got the animation copy system working again.. Getting really close to playable again!
More later!
Took WAY to long
But I tweaked the ragdoll joints to behave muhc better. That was a really slow process of opening a joint limits and hand limiting then testing then doing it over and over for all joints… not fun!..
101 Bodies!
So fun…
Ok now to combat finally!