- Edited
Danimal While I love the corny introduction movies of the "Mech-commander" games with real actors, the mechs are too stiffly animated; you can say yours are controled by mind-links and for that reason they have human-like behaviour.
Or just AI where moving the joystick forward makes the mech walk and balance itself.
Danimal Rule of cool should always apply to games, it also makes them look less static and more "alive".
I'm starting to regret making the mechs more realistic, because they are not very appealing. one element is the legs, I used the megazord as reference for the hips to make sure the weight is held on the legs, while most mechs in media have the legs come out to the sides, which is not very stable in real life, but in ended up looking like a toy robot.
Danimal The only one I don´t like is the death one, it´s too plain; it would be best if you could turn it into a ragdoll at death. But if you won´t, you should add a bit of feedback when it touches the ground. A small rebound of the torso and limbs after hitting ground can go a long way to spice the animation, or making it slower in the earlier part so it gives the impression of tons of metal slowy losing balance and then going hard down when fully unbalanced in the latter half of the animation (great looking if you combine both). It´s fine work but it makes it look better.
yeah, I noticed. I'll be reworking the animations and adding more later, these are sort of placeholder to implement new features. It also needs more variations of fall animation and impact reaction.
Danimal The mech stable is irking me a bit, not quite what I pictured from the future
(I know it´s a placeholder)
almost everything is placeholder , but it's working, the project is moving forward and the details can be left for later.
Some updates: I've been working on adding the mech to the game, I stopped to fix some bugs and clean the code, the weapon system now uses a Dictionary
of Dictionary
, so each slot is a number forming a bitmask.
Weapons are now defined by an enum and retrieved from ResourceManager, which holds all the data like fire_rate, number of shots, name, etc for each one. This is a step towards swapping weapons in the mech workshop. I really like the sound of the machinegun at 0.01 fire_rate, so I need to make the minigun for the mech because currently all the weapons are cannons.
I implemented a new feature, now the mechs use different animations depending on whether they are firing weapons from left, right or both arms. But it's a bit buggy so I might have to rework the animation system to start firing and then repeat an animation multiple times until finished.
I need to finish the textures and fix the colors, since the mech looks ugly at the moment, and work on the animations, the mech has too few articulations, this makes it easy to animate but some poses are impossible.
All that's left to do code-wise is add the hitboxes to the mech and create some icons.
I'm getting close to the next milestone and I will record a video showcasing all the new features soon.
edit: legs are done, I need to work on the colors but it's looking good: