This is a single player experience for all terminator fans using the unreal engine III by Epic Games. set in the year 2029 you are placed in the boots a of soldier serving for humankind against the ruthless army of machines. The final campaign will feature nine chapters of a roller coaster ride, inspired by James Cameron's masterpiece franchise.
Confront the many killing machines at skynet's disposal including the HK aerial, the HK tank, the mini HK, and the legendary T800 with an arsenal of futuristic plasma weapons.
um not sure this is jumping at all.
fixed.
very nice animations... lovely!
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Very cool animations!
Looks pretty good. I am amazed at the quality of the animations for this game. Animations is an area that many indie games suffer in, but ya'll have done very well.
pretty nice, but ill suggest work out the fall\land animation as it could be useful in battles and the current animation is not as... ugh... seductive (or somethin) as i thought it'd be.
it still is nice though.
The first few frames of the jump animation don't look to smooth, the gun moves very fast then it looks a bit more natural the rest of the animation. Also when you land its very solid, nothing seems to be breaking the fall its just land and standing straight up with no effects of the falling (Camera wise).
Just my constructive criticism again, considering its a blend test you've probably noticed these yourself. Nice overall though.
Yeah, definitely need to work on the landing part. Especially for the longer fall distances... make it look like your legs are actually bending, your body bending foreward, your view forced slightly downward since your body is bent over, and then everything fixing itself as you stand up again. For fall distances so great that you take damage, I suggest more violent camera shaking, and even possibly stumbling foreword. Should you choose to implenent a stumbling foreword animation, then some things to think about would be inability to fire weapon, camera forced to look at the ground, placing of your hand(s) on the ground so you don't faceplant, etc.
Also, what about different jumping animations when you are walking and running, instead of just from a stand still? How about different jump animations when straffing left/right/backwords?
I thought you guys didn't like violent camera shaking.
that dosnt mean removing it all over =) you gotta find the middle line, between reality and gameplay.
in this case, it got to be smooth and still fairly realistic. We do not want the gamera to be all over the place while jumping falling or landing, however, having the camera too static will make it booring.
i am definitly not a fan of the "weapon bounce" upon landin (watch the animation and you will probably notice what i mean). it overall looks fairly great! just putting out some tips and constructive crititism! keep at it! :D
@ Hell_Diguner I could surely make different impact animations for different velocities. I don't think I can make legs. I would have to design a completely new rig and would be way too much work for a small detail. directional jump animations are possible but may require a ridiculous amount of scripting. I could have directional blends for the falling animation which could transition out from the jump animation. I really appreciate your input, thanks.
Well, it would probably still be a good idea to rig legs. Looking at the quick time event with the crawling Terminator grabbing what I presume will be your leg, it seems legs will serve a multifaceted role in the game.
I suppose you could have 'secondary legs' that can only be seen by the player, and also are only rendered during specific animations... such as the end of a far jump, during a cutscene, or when a ternimator on the ground grabs you.
wow animations look great
The animations are fantastic but this side screen fade really makes my eyes squint at times :S is there possiblilty that in game we could control wheather we want this fade or how much fade because it makes my eyes hurt after a while and i cant see what im shooting at :S
Idk. I really don't see anything inherently wrong with these animations. You should probably tweak that ambient occlusion though :P