Doing some final polish on the kart integration for todays #BloodborneKart dev thread! To start, I made the kart icon for the hunters vehicle select screen:
Finally expanded AI Racer customization to let the player edit which kart the AI Hunters will drive, meaning that the average race has a more even split of karts on the track!!
Shifting gears, I moved over to making the tricks for Gascoigne!
Expanded the VO taunt system to support tricks!
Tricks for Beast Gascoigne are now also in!!
And that'll be it for todays thread! Happy to have a lot done today :)
i think this is a sign that i should just go full solo indie dev. i got the chops for it, i was just always afraid to take the jump.
and the thing with losing your job is like, if you can monetize your personal work what do you have to lose at this point lol
not that im saying itll be easy. and theres also a lot to be said about monetizing your hobbies draining you passion out of it. but like. making my own games full time was my dream ever since i was kid. and nows the time to try it. bright side ect.
Starting todays #BloodborneKart dev thread polishing up the final stretch of track!
The final bridge turn had a bunch of holes and overlapping geometry due to it being so hastily constructed for the April fools video last year. All of that is now fixed! Take a look:
Added clutter!
Now that the track is mostly done, I finally updated the minimap! It's cutting a bit too far into the center of the screen, so I'll work on adding the ability to shift the map over to the right later.
Finally got around to properly implementing the Cleric Beast enemy into the Central Yharnam Roadway track to start todays #BloodborneKart dev thread! Took a bit of tinkering to make it all work with a kart racer but it was well worth the effort!
Check it out:
First thing I did was make her land in front of the finish line instead of behind it, meaning that if it's a single lap race there's a chance that she can deny the player a win (as she is coded to jump in to block the lead racer at the end of the first lap)
2d and 3d animation are not two entirely separate entities. they're different methods of getting lines and shapes to display on a flat screen
and even viewing it in that context isnt the full story. its more of a gradient. what would something thats rotoscoped fall into? what about 3d characters that have hand drawn faces comped over? what about 2d characters that are drawn over 3d renders?
as an animator, once you view these differing 'animation genres' simply as tools to achieve the end result (which is 'shapes on a screen') so many more avenues of creation will open up to you.