๐ฅ5 months into development
Motion fluidity still not quit there yet, but at least head movement, hands movement and footwork are all procedurally generated by the system in real time according to player input, and they are all works together now, as you can see in the video below when control our guy with keyboard & mouse
Next, will add physics component, so this guy can finally hit something
#gamedev #indiegame #boxing
๐ฅ5 months into development
Motion fluidity still not quit there yet, but at least head movement, hands movement and footwork are all procedurally generated by the system in real time according to player input, and they are all works together now, as you can see in the video below when control our guy with keyboard & mouse
Next, will add physics component, so this guy can finally hit something
#gamedev #indiegame #boxing
@CallMeWhatNot Only if done badly & without physics component, with this approach at least I can improvement it indefinitely & the same system would work for any future character almost right away compared to pre-made animation based traditional fighting games
@LincolnMargison Thx man, yeah, you are absolutely right, that part of improvement is in the plan, thx again for the materials, I'll take your suggestion into consideration๐
@MatthewMac58111 Thx for your compliment, will work on to make it way better than this!
New Virtua Fighter is still a traditional fighting game using mocap and canned animations so they will not feel interested in this
@matt_timmermans Thx man, although acceleration is not instantaneous though just very big at start, but you are right about that especially the footwork part, definitely need a lot of improvements
@CallMeWhatNot Thx man, it's crazy hard I can tell you that much๐
In the video, Y axis is right axis, and Z axis is up, since I'm trying to keep the control precisely as player input intended, so only X offset is influenced by target to hit & other conditions
@n_k_s_fr Thanks man! All motions are (and will be) procedurally generated by the system in real time according to player input & character's anatomy
@ChebzReal ๐come one man, modelling a intertwined motion system with math is gonna be difficult, not mention it is something never be done before, well, it'll look much better after few more rounds
@stevencheng Thanks and you are exactly right man, math is about 10X harder than before I what I thought, due to the intertwined nature of this system, I'm just glad there is finally some visible progress
Yes, and will be more than that, not only all character motions are procedurally generated & physics-based, but another key focus will be character & boxing style customizations, together with modding tools support, so we can have whoever boxing however they want, that's the vision for now my friend