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[Sprint#7] Main character animation + camera management
http://www.coopordie.com/forum/viewtopic.php?f=8&t=475
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Author:  ANDREI [ Sun Dec 20, 2009 10:17 am ]
Post subject:  Re: [Sprint#6] Re-organization + main character

zalbag wrote:
Can't wait for Coop or Die Island!!!


then don't do it :lol:

Author:  bcK [ Sun Dec 20, 2009 11:07 am ]
Post subject:  Re: [Sprint#7] Main character animation + camera management

what is that cood: island? :O i am lost :/

Author:  ANDREI [ Sun Dec 20, 2009 11:42 am ]
Post subject:  Re: [Sprint#7] Main character animation + camera management

bcK wrote:
what is that cood: island? :O i am lost :/


it is coopordie 2, read the forums ;)

Author:  Pat AfterMoon [ Sun Dec 20, 2009 11:43 am ]
Post subject:  Re: [Sprint#7] Main character animation + camera management

bcK wrote:
what is that cood: island? :O i am lost :/

Read this: COOP or DIE 2 FAQ

Like some of you have guessed, the Sprint#7 is not already finished. As the script part increases in complexity I have decided to use C# instead of javascript. The availability of powerful tools like MS-VisualC# and some features specific to this language have convinced me to switch.

The camera management is in good progress. I need to implement smooth transitions between normal and combat mode. But I'm already pleased with the actual result.

Author:  xRDVx [ Mon Dec 21, 2009 12:06 pm ]
Post subject:  Re: [Sprint#7] Main character animation + camera management

Pat, I'm not pushing you over or anything but... did you know that we're at 21st of December? Just saying: you can still take until next year, I don't care waiting till January.

In any case... good to see you using c#

Author:  Pat AfterMoon [ Fri Jan 08, 2010 10:53 pm ]
Post subject:  Re: [Sprint#7] Main character animation + camera management

Ouch! I'm near the end of this first COOP or DIE: Island prototype.

This last sprint is probably the worse, regarding the long duration and the plan change in the middle (rewritten most scripts in C#).

Look at this awful chart: :lol:
Image

But I have my camera management with closeup when in combat...
Image

... and large view turning around the character when in peace.
Image

The character crawls when wounded...
Image

... the heal level is visualized directly on the body back and the number of ammo clip near the belt.
Image

Here is a test with gems shader, maybe for future environment.
Image

I plan to finish all that this week-end and release a video.

Author:  ANDREI [ Sat Jan 09, 2010 12:18 pm ]
Post subject:  Re: [Sprint#7] Main character animation + camera management

it looks very cool!

"nice", the #10 task should take 3 hours but it took 28 hours !

Author:  xRDVx [ Sat Jan 09, 2010 12:47 pm ]
Post subject:  Re: [Sprint#7] Main character animation + camera management

Pat.. I LOVE YOU.
Ok, I'm waitting for that video of yours. The choice to get the camera get closer when in combat is the best choice you could do, at least in my opinion.
But, just asking.. wouldn't it be better if the gun gets thrown away (but has something that attaches it to the model, so it now is pulled) and then the crawl animation has no weapon in it? It actually looks awfull to have the gun like that (see Operation Flashpoint).


Oh yeah. Is not that I care, but.. wouldn't some + for "healing" work better?

And, why not: Find a gem and you get something special (it is supposed to be randomly well hidden)?

About the time that took you for complete that... WEll, some stuff just takes time.

Author:  Pat AfterMoon [ Sat Jan 09, 2010 3:50 pm ]
Post subject:  Re: [Sprint#7] Main character animation + camera management

ANDREI wrote:
the #10 task should take 3 hours but it took 28 hours !
#1, #2, #3 ... #10 are session of 2 to 4 hours. On this sprint there are only 3 tasks: Animations, Camera management and Switch to C#.

xRDVx wrote:
wouldn't it be better if the gun gets thrown away (but has something that attaches it to the model, so it now is pulled) and then the crawl animation has no weapon in it?
Yes, it could be better, but for this prototype I use an existing model with a defined set of animations. I have already a lot of luck, because this sci-fi girl has many interesting animations.

xRDVx wrote:
(see Operation Flashpoint)
Any link to a screenshot?

xRDVx wrote:
wouldn't some + for "healing" work better?
If you talk about the cute hearts on the healing pad, don't worry, it is only a placeholder ;)

Author:  xRDVx [ Mon Jan 11, 2010 12:57 pm ]
Post subject:  Re: [Sprint#7] Main character animation + camera management

Well... Maybe is me, but the crawling animation looks exactly the same with that model and on OPF. Can't find a proper screenshoot, however.

Hope you get us a Alpha soon :P

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