Epsylon - The Guardians of Xendron takes the player on a journey to a futuristic world diving into a very special Science-Fiction setup where you decide how to solve problems. Befitted with a team composed of very different characters you have a lot of different ways to solve your tasks. Use lock picks or electro hacker devices, operate real time computers or misuse objects for crazy contraceptions. Take advantage of different camera perspectives including Dragon-View/Movie-View. Rely on your wits, skills, bionic implants or raw fighting power to solve missions in team work or alone.
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A test run of the improved animator to handle the usage of flashlights. Since the first person camera as well as the spot light of the flashlight are animated and not coded it is difficult to get a smooth experience while looking in all kinds of directions using conventional animation systems. After a lot of testing around and running up against various walls a working system has been found. The upcoming article about the animation system is talking about this more in depth so I keep things short here. This video shows how moving and looking around with an equipped flashlight is more vivid and less stale than using conventional first person animations as well as how your player character actually grabs the flashlight from his bag as well as tucking it away. All this can be done with few hand crafted animations. The rest is handled by the animation system. This allows us to create a lot of animations without drowning in animation creation.
That is very very very nice! I'm incredibly impressed! Keep up the awesome work!
what are all these plants doing there xD?
The dragon wants to feel more at home in there XD... joking aside. I made this video using by accident the test world I used for the lighting and shadow testing from the previous article about shadowing. It's the same geometry as in the real game world but littered with plants casting masked shadows for testing purpose. Didn't bother to redo the video just because of those buggers :P
great implementation, looks very realistic and überzeugend ;)!
very good
just 2 things
1-u should be able to turn the flashlight off without putting it in the bag
2- if u turn on a flashlight in a dark room, u wont just see a spot, but u will see a big part of the room (even though if its very dark)
For 1 this exists already. It's done at various points in the video just look careful. It's the first use mode of the flashlight to turn it on and off.
For 2 the spot light cone is not final yet. It is going to be wider in the final version and will have a light image applied. But the actual properties will be established in a play testing with a final version of the map once it is done.