Media Summary: A test level I created to use all mechanics for the closed alpha test. Yet another test. This time - smooth transition between bad eyesight and good eyesight (when certain object is picked up). Third video, I implemented dogding and wall jumping. Dodging is completly driven by RootMotion while wall jumping is done by a ...
Udk Adventurer - Detailed Analysis & Overview
A test level I created to use all mechanics for the closed alpha test. Yet another test. This time - smooth transition between bad eyesight and good eyesight (when certain object is picked up). Third video, I implemented dogding and wall jumping. Dodging is completly driven by RootMotion while wall jumping is done by a ... First video from my EscapeTheRoom-style of game. Made in First Vault continued. All assets you can see here are taken from This shows a custom trigger that acts as a lever. The player can interact with it and the trigger fires a "Used" kismet event.
First wip video showing progress of my ledge climbing system. It has almost no animations, yet. Different poses are blended by the ... Just trying out some new ideas. Here you can see someone with bad sight (eye damage?) Nothing really new here, but I am still working on the kit. At the moment I am integrating all the mechanics into a single project. I am almost done rewriting the mechanics to work with relative transformations. I also added the possibility to climb from a wall up ... I overhauled my rig, to support better animation blending, according to my Quicktip 03 (www.youtube.com/watch?v=CicRlfE0IDs). First shot at making a level design. I suck at it, I know ;P.
Just a quick video to show that climbing speed along ledges is controlled by animation. The goal is to have as much as possible ... This time it's a test of Penumbra-like opening door style. Don't worry about the shaking of mesh, it will be sorted out ;] It is now possible to jump between balancing areas.