Definitely interesting, I haven’t seen enough shooters on Roblox attempt to properly implement killcams.
Is it taxing on performance at all?
Definitely interesting, I haven’t seen enough shooters on Roblox attempt to properly implement killcams.
Is it taxing on performance at all?
The killcam is about as taxing as normal gameplay. I haven’t seen any noticeable drop in frame rate and it’s not choppy in the slightest.
Any choppyness would be a result of slow client-to-client communication not because of a drop in performance.
From the video there’s a drop in frame rate right at the end of the killcam but that’s because the player is walking into the smoke and smoke is very graphically taxing for some reason.
you say that like i’d have any clue how to make or add that
Adding bears to Shard Seekers
Also made mount animations change depending on the mount.
Edit: Fixed dead gyazo links
There isn’t really a need for inverse kinematics here, this is a different type of rig from what I can tell.
Also, in response to this, @EgoMoose wrote a very good article on inverse kinematics on the wiki - you can check it out here.
Why are the imports so realistic if everything else looks and feels roblox-y?
Like, it looks awesome, but it just all seems a bit inconsistent to me.
Because Roblox powers imagination so why not lol.
I’ve been working on the game for almost 3 years, and mesh imports didn’t exist when I started. I could make the humans photo-realistic now but the little things like making matching hair styles are extremely tedious (I want to avoid transparent decal hair). It’s also much more difficult to hit the uncanny valley with animals, and based on player feedback people just want more realistic animals they can play as.
People have had years to get comfortable with the current characters, so changing them is risky. If I create realistic humans it should be for a new game. Mesh uploading makes them possible, but I’d like to wait for more features like spec/bump maps, texture compositing and skinning/vertex deformation first.
Also most of the meshes I uploaded for my first prototype over a year ago were declined so it’s slightly frustrating:
(Yes I had even trimmed out the chest area so there’s no mesh beneath the clothing…)
Spider SWAT, Spider SWAT, does whatever a spider SWAT does.
the bullets are now being rendered locally. but now there is some visual latency from the bullets…
which may cause players problems, as the bullets travel pretty slowly…
it went from about 400 kb/s when two people were firing to about 30 kb/s
and i’ve done away with most the stock roblox animations!
it wasn’t until i made the strafe animations that i realized “wait… strafing is like… really hard to do IRL… why is it so easy in games?!”
random question, but why do people usually build things on roblox so that the robloxians are about 3 feet tall?
I’m loving how people are finally figuring out killcams Looks nice, though I’d hide the gun model upon death.
Good idea, I think I’ll just have the character drop it instead. Thanks!
The first-person gun-model is the one thats dropped?
Honestly I have no clue, I didn’t make the map lol