November 24, 2015
[embed]https://youtu.be/mVXhvoS3Fuo[/embed] I did a general overview to how the art program Paintstorm operates. Let me...
Quite a few additions, I’ve got a 2.5d shooter style billboard setup for 2d characters/sprites like that red head there. This dude now flies around on a navmesh of his own accord too, all done with very basic behavior maker based stuff but a lot of backend learning for me. Some colliders set up to form a melee attack. He can also be controlled and uncontrolled.
Basically a lot of shuffling around to make things work with playmaker since my last post. Really hoping to dress this thing out of the test area and into something more substantial, have an enemy drawn up but putting him in requires a seemingly somewhat laborious task as each *view* needs to be configured separately. Hopefully it’s worth it.
Might have to change my current setup to a synced setup that flips the layer to different view angles in mecanim for a smoother system. Right now it’s just different views that bounce around in one layer.
So right now I’ve been configuring a system for changing the player character in real time (think something similar to The Sentinel). It all works reasonably well, I’m using playmaker because I’m more of an artist than a programmer. Below is the FSM that kind of handles the possession system, the individual objects need a few flags to plug into the system but it’s all perfectly scalable. Only major problem right now is the system requires prefabs pre-configured to spawn, it can’t create it’s own in real time.
I’ve got to dress up the box a bit to make it more interesting, work on more complicated character controls, get some AI in via behavior maker and playmaker and expand it into more of a game.
Chetawolf character – Model, Textures, Animation
Modelled in Autodesk Maya
Texturing in 3d Coat and Paintstorm
Presentation build made in Unity with Playmaker
Music is Banzai Washout by Dick Dale