Added a time slow down effect when you manage to successfully hit the enemy.
Would want to add more visuals, but honestly even just this adds a lot.
Makes the hit's feel weightier, and the retreats feel more planned.
#activeRagdoll #solodev #proceduralAnimation #indiedev
Was just going to test if I could animate the ragdoll stepping forward then back, ended up coding a whole punch sequence.
Still, bodes well for better combat actions. A heavier punch that is now slow enough to be dodgeable.
#activeRagdoll #solodev #proceduralAnimation #indiedev
Trying to get to blunt gameplay, so I've applied the new punch to the AI, and they now have a basic seek and hit loop.
Next I need a faster light punch, then some stunned states.
#activeRagdoll #solodev #proceduralAnimation #indiedev
Been improving the base movement systems.
I want the punching combat to be weightier so I needed to improve my ability to do full body animations with the mix of physics and script.
#activeRagdoll #solodev #proceduralAnimation #indiedev
Took a bit of a art day today, got the old prototype scene and put the new ragdolls in after doing it up a bit.
Just nice to do something simple for a day. Plus they work in it quite well.
#activeRagdoll #solodev #proceduralAnimation #indiedev
The controls and motion for the spinning state are a lot better now.
Still need a proper state for when the #activeRagdoll is being thrown and stunned afterwards, but it's mostly in.
Now it's polishing how all these states interact with each other.
#solodev #proceduralAnimation
@aaron_d_lewis_1973 is one busy sculptor and he’s great at it. Look at the new Crow mask. Coming soon…. #crow mask #raven #superchucken #birdman #birdmask #birds #crow mask #zagonestudios #movingmouthmask
Last post of tonight, working on the design of triggering the spin state.
Main thing for the trigger, is the other #activeRagdoll must be moving a lot, while you stay on the spot.
To assist this the block button now adds resistance to you moving.
#solodev #proceduralAnimation