Tuesday, January 27, 2015

Abomination with ragdoll throwing action!

In this and future posts I'll be giving a short description of the work in progress and then list the changes from the previous post, future goals for the next and maybe some screenshots and/or videos at the bottom.


Progress
  • Added Abomination character with a few animations 
  • Added animation to human of being picked up and thrown by abomination 
  • Correlated human and abomination throwing animations, so that they work together and the human is ragdolled and thrown away 
  • Added camera tracking so that camera will now automatically track the player model when it goes ragdoll 
  • Added new version of wealthy town house 
  • Improved model importing workflow 
  • Reorganized repository

Goals
  • Fix time slowdown on framerate drop
  • Look into writing rudimentary occlusion culling for optimization
  • Improve lightmapping + lighting
  • Make AI character execute GotoGameobject behavior
    • Add arguments to BT nodes
    • Add inspector panel to VBT
    • Write action
    • Make VBT connect to and implement BT logic
      • Write composite and decorator logic into VBT?
  • Improve motion capture importing. Try to not apply root motion on export.
    • Make test capture to debug skeleton mapping








Tuesday, January 20, 2015

Mo'cappin, VBT Updates

In the past few days, we've gotten some new motion capture tech working! We're working out a solid workflow currently, but this should do well for the quality of animations.

Amongst the havoc of motion capture, I've made some pretty updates to the Visual Behavior Tree (VBT) Editor. New icons, as well as some additional functionality (scraping the directory to get node types and listing them out). This bad boy will be ready to go after a few more tweaks.


(Some slick new icons in an example tree structure)

Next up is hooking up the VBT for use and refining the mocapped animation workflow to start pumping them out. Be well!

-MB

Thursday, January 15, 2015

Guess Who's Back, VBT Editor

After a bit of dormancy, development on the game is once again in full gear! Major changes to the design have occurred resulting in sharpened focus on magic, strategy and roleplay. I am very excited for what's to come. I'll go into this in more depth in an upcoming post. In the meantime, a teaser...

(In-Progress Visual Behavior Tree [VBT] Editor)

AI will be using behavior trees (as you may have guessed) and so for easy modification and scalability I've started whipping up a visual editor in the Unity GUI. Once this guy is all done, it'll output to XML to be read in at runtime and give our AI some awesome depth and reusability! More soon. -MB