Quickie… doors are opening.

Quick in-game vid to demo the in-progress doors & animations.

Very happy with the progress with the doors. Aside from the usual opening/closing, they react to the player pushing into them and, more importantly (and cooly), your weapon.

Animation wise,  we found out the hard way that our skeleton wasn’t setup to handle animation mirroring correctly. Seems my original tests relating to the swapping hands used skeletons with a different setup. Jeremy, awesome that he is, has already sorted it, but it was still a headache we didn’t need.

You can see some of Jeremy’s efforts in the video above and we hope to show more of it soon.

On the networking side of things, we’re buggy, but stable. In a game over the weekend, John and I mucked around on a dedicated server for more then an hour, no worries. Another step towards a playable build 🙂

That’s it.

-Kris

FOV settings – opening a can of worms?

I need practice doing more of these until I stop rambling on and repeating myself… but anyways.

Quick video talking about and demonstrating the FOV settings we now have in Ground Branch.

Personally, I have a 24″ monitor that I sit about 90cm/3′ from.
Then again, I sit about 10mm away from the lenses of the Rift.

-Kris

Theres gold in them there hills!

I put in some good hours on the demo map and thought I would share some of the results. This is also the same map that Kris showed in his post the other day.

This is a multi-purpose map that we are using to test out various game types, profile performance, use for various visual benchmarks and prototype day/night/weather setups. It will also be the map that will first be released in a public preview build.

-John

Depot_01 Depot_02Depot_03