Dedicated to creating the most awesome adventure games!! https://xitter.cf/t.co/kTAOrf4ADb Discord - https://xitter.cf/t.co/ce2kslGg0E

South Africa
Joined February 2012
Designing our characters with maximum sex appeal.
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Ah… fu…
Your last saved image is how you die
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I’ll give it a look! I personally think that a mix of procedural animation driven by limited keyframed inputs is the winner. But man - feet are so hard. Ideally you have 3 points of contact - angle, pad, and toe - but which one takes priority as the driving force can change on the situation to easily. Walking up stairs is likely more ‘pad - toe - ankle’, while regular walking is ‘ankle - pad - toe’ - so where the transition goes in you’re literally reversing the hierarchy of importance. And if you want to TURN on a step? Or jump? Or run? Crouch? The entire relationship between leg and pelvis changes - which alters the gravity, which alters the feet… so it becomes a chicken and egg situation. :D Interestingly if you take a look at early Robotics, you can see the robots all squat. This is literally the problem we see here that they are trying to solve.
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Prop work - slowly coming together. Always an incredible feeling when the art starts to gel.
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Back when Moses was more Teddy bear. I did like this design - but just couldn't get the mouth to work in the cutscenes. The new design honestly grew on me tho. :D
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Apparently I stopped playing games in 1999. Duke Nukem wasn’t so much the game - But the BUILD engine. Same with Quake - it wasn’t the game I loved - it was the editors! All the others? They just got that good gravy.
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