I just wanted to come on here to show one of my recent features in a project about surviving fungi-infected zombies! You can already hear that this game is heavily inspired by TLOU.
Everything was hand animated by myself, no mo-cap. I intended on using Roblox inbuilt mo-cap but that showed to be very… stale. so this is my second attempt on animating with R15 dummies!
Showcase
I haven’t gone about adding a smooth transition from walking to running, But here’s two videos showcasing me moving and looking around with a controller
Walking
Running
I am very proud of myself, especially since I am more specialised into “realistic” R6 animations than realistic R15 animations. I’ll love to hear from your feedback when it arrives and I’ll try to respond as fast as I can. I would also like to hear if the idea of making a survival game like “The Last Uf Us” is a good idea.
But for now, have a great day! : )
edit: updates on the system are commented down below
This camera system looks VERY GOOD! GREAT RECREATION! It’s very well-made! How long did it take fo you to make this camera system? Will you use it in any game you’ll make?
About your questions Philip the system surprisingly took me about 3-4 days to make, not the finished system but the basics like running and walking.
I’ll defiantly use this for a game I started working on some years ago, its called A Fight For Survival (AFFS) and it was originally supposed to be a normal first person shooter there you survive waves. But now I know that if I would want to make a zombie survival game, I’ll have to make it stand out from the crowd!
Update - Transitions, camera clipping, zoom in & more!
This is a little update on what I have added on to the system for those who are interested : )
Zooming/Aiming is of course important and was something I swiftly added after posting this, simply by holding L2 to zoom in
In some cases having the option to live in game change the shoulder from where the camera views helps in combat, so when holding L2 you press the X / Square Button to toggle on which side the camera should view from.
I even fixed the issue of camera clipping through walls, as I noticed when watching gameplay’s of TLOU2 & Silent Hill that when the camera was obscured from the player by an obstacle the camera would just get closer. And the camera had some type of dampening so I made sure to add that detail!
And yes! I did also fix the transition from running to walking & walking to running, I’m quite shocked that AdjustWeight isn’t mentioned and praised as much at it should be!
Now there’s some small adjustments here & there but I’m sure you just want to see a video showing how everything comes together, so here’s just that:
Note that Roblox has a max file size of about 10 MB, hence the highly compressed footage
This will be my second update on the soon to be finished 3rd person system!
For these couple of days I tackled using inverse-kinematics along with good UI design, here are the things I did after posting the last update!
the player Adapting to things like un-even floor is a common practice when creating good character controllers, that’s why with a bit of time and sanity I came up with a way to both calculate and rotate the joints to avoid legs clipping or floating in mid air.
UI was not to difficult to tackle and simply by finding some inspiration from TLOU2 helped a ton
And something I’m especially proud of is the ability to pick up items, for now they are nothing to crazy like a molotov. So far I have a basic 9 mm ammo box but with an underlying structure for picking up an item the rest will be easier I hope.
Now how does it look? Does it look good? You’ll decide but I would say yes!
Video 1 – Leg adaption, sloped & un-even floor
Video 2 – Test room, picking up ammo
Video 3 – Running whilst picking up ammo
Next update I’l probably make a new post as this one will be buried. But once again, have a good night