I want to create a showcase of the space base where there will be a collection of sci-fi weapons and each room will be unique.
So far I’ve only created one room.
This is cool but their movements look extremely robotic/rigid right now.
Perhaps add more root/torso movement?
The movement does still need some polishing. Getting the movements to look smooth has been a hard problem to tackle. Currently I have to manually adjust all the sine wave math which is a tedious process. This is what some of the arm’s movement code looks like right now:
Vector3.new(
math.max(math.sin(-Angle), -.2) * dir * .25,
(math.max(math.cos(Angle), 0)) * dy * (1+((SpeedScale-1)*4)),
(math.cos(Angle) + .2) * dz
)*SpeedScale*.75
I definitely agree on more torso movement. Torso movement is still pretty primitive right now.
I’ve been working on a strategical stealth story futuristic shooter except with a twist.
Learn more here: CyberState Alpha
UPDATE! Added some dead trees, Day and night time and much more!
Working on the information center!
Going to start campgrounds!
Snow patches!
I worked on some donation-related ui for my current project. The users on the leaderboard are just for testing.
My cousin and I are making a space fairing game similar to Solar Conquest from years ago…
Been working on my Blockworks project… still…
bit of gameplay, mostly city building stuffs.
Cool Neon Signs
I’m thinking that, the main Intro area will be at a train station, as it’s a natural arrival point and casting off point once i add other locations to travel to.
and what kind of train station would it be without some train traffic?
And before you ask, the answer is yes.
I first modeled a heavily modified Tobu 8000 for the train, but it feels too… regular.
I’ve been playing around in blender, scouring google’s images for sci fi trains. I think i might go more sci fi on the design.
haven’t decided. (he says, after spending 3 hours modeling one locomotive)
edit: one last thing.
I also added that one thing everyone tries when they first get a gun in a VR game…
yo how you learn to do somethin like that?
That was not hard.
I just slap a Billboard UI onto the hit part and delete it after 2 seconds.
If I shoot it again and it finds a billboard gui, I’ll just add those damage numbers and boom. Stacking damage numbers.
Is this using 3d noise or 2d noise?