Part 3 contains less new modeling and more testing in CAVE2. Some basic wand interaction was added to open some of the blast doors and extend the bridge across the chasm.
First test in CAVE2: Dec. 15, 2015 |
With The Force Awakens approaching, I pulled some of the models from my Stormtrooper shooting test and made a few photos for my Facebook cover photo and profile picture. Literally took these shots right before leaving for the Alder After Dark Side event. I also added multiple weapons selectable using the DPad - and E-11 Blaster Rifle, DL-44 Heavy Pistol, and my lightsaber.
DL-44 in action: Dec. 17, 2015 |
I wrote the lightsaber blade script in Unity years ago, but this might actually be the first time I'm wielding my lightsaber design in CAVE2 (a Kenobi/Katarn hybrid).
The lighting scheme used for the corridors in this shot was inspired by the season 1 finale of Star Wars Rebels 'Fires Across the Galaxy' where the Ghost crew boards an Imperial Star Destroyer temporarily disabled and running on emergency power.
I'm still working out synchronization issues in CAVE2 preventing me from making a proper video of this. Probably due to the tighter space than the test scene in the previously mentioned video, the stormtroopers get out of sync much faster in this environment.
I've run some smaller tests and showed that it is not the Nav Meshes de-synchronizing, but rather somewhere in the combat/aiming scripts. Sadly the most stable version of this game is the one where I disable strormtroopers shooting back. Just of one many things I hope I'll tackle by part 4 which may be delayed due to the semester kicking into gear.
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