- Sep 14, 2016
- 48
- 286
fucking awesome work, wowAdded/Reworked camera system with additional true-firstperson camera and thirdperson camera
Added optional vehicles with both driver and passengers support
Some more open areas became to large for walking speed (beach, mountains). Extended all beach scenes beyond coastline and connected all island places with a "driveable" water surface.
Here is a demo video what can be expected if characters get jetskis.
Hand and feet bones have (better) Inverse Kinematic helper chains to keep them on floor and other surfaces. They also have follow bones so they keep sticking to a moving surface automatically. Bodyopenings have focusbones that activate additional inverse kinematic by proximity, e.g. each entrance has one enter bone and one ending bone. With a toggle everything that comes close first bends towards enter bone and if a certain distance inside automaticall bends further towards ending bone. e.g. from the front as seen in the gif clip a penis never clips in the pelvis mesh cause it first aims at the vagina bone and later at the cervix bone without additional keyframe editing but the same setup is used for wrapped around mouth, back, feet and hands and very flexible.could you elaborate on the technical helpers?
i can tell you that you wont be (much) faster in UE4 or Unity, i'm almost 2 years working fulltime on my project in UE4 and i would guess that this project is developing at the same pace.I wonder why do you use Godot for developing a 3D game when UE4 and Unity exist. It has a worse renderer, less features and its asset store is nothing in comparison. Sure things might change with 4.0 but this seeing how stretched out their delays are I wouldn't be surprised when it comes out in 2022.
I think he means godot 4 in 2022i can tell you that you wont be (much) faster in UE4 or Unity, i'm almost 2 years working fulltime on my project in UE4 and i would guess that this project is developing at the same pace.
The asset stores might look neat in the first place, but often you spent more time fixing assets than you would spend on making your own, smix8 apparently realized that with DAZ content already. And so it's the same for UE4 marketplace, e.g.: they put a repeating seamless pattern in a 4k texture, which could be 64x64px, meshs with unnecessary high vertex count, complex material/shader setups which are their all purpose material, ... sure there are assets which are gold, but you only know once you bought them, or when someone sane reviewed them before.
Anyways, don't want to hijack this thread with further ranting, good work OP, what you showed so far looks promising to end up in an enjoyable game.
I lacked the time. Primarly cause I started a new job that required a lot of time to setup.What kind of progress has been made during the past year?