With the impending collapse of the Citadel, two members of the Resistance are tasked with evacuating any citizens remaining. Little do they know that their mission sees them gaining critical information that puts the early fate of White Forest in their hands.
We've saved the best for the last: Gameplay, Animations, Mocap, and gameplay elements.
Posted by MrtwovideoCards on Dec 8th, 2011
Our main focus was to have animations that not only looked cool, but somewhat affected gameplay. Mainly as you'll see in the videos, we set out to make animations that are a little exaggerated in overall movement. We've done this so reloading in dark areas will cause you to lose sight (a few animations completely move the flashlight off the screen).
Aside weapon animations, we've recently obtained various methods in which to do Mocap. Mocap is technology that takes vector data of a model either tracked by a camera or by sensors, then uses that data to manipulate a skeleton of a model. Mocap is heavily used in a lot of games nowadays primairly because of it's ease of use (once you get everything set up), as well as the overall quality of mocapped animations. Though that's not to say hand animation isn't used, or isn't good. Generally mocap provides some extra upsides to doing complex scenes, i.e interaction between multiple actors and objects around them.
We aren't using any facial mocap, just full body. Right now we currently use multiple cameras at 30fps situated around the room, and a tracking software named iPisoft.
We'll mostly be using mocap for action scripted scenes, and story scenes in general.
He isn't just a reksin
Among npc variations, we've already introduced the shotgun skinned zombined, which actually was just a reksin for reals. In one of our really old updates we featured some concept art of the Rebel Zombie. Intially he was just to be a variation of a normal zombie, but then we suddenly realized having him be his own NPC class of zombie altogether would be ten times cooler.
The Rebel Zombie has a run speed half of that of a normal zombine. He's also completely oblivious to what he's currently doing. Rebel zombies act like normal zombies, with the exception that their holding an smg in one hand, lazily firing it off without aiming. Maybe they might help you out and kill a few zombies, or maybe the bullets will fly, and/or ricochet right at you. WHO KNOWS. Rebel zombies always spawn with a weapon in their hand, though the percentage is 75/20% for SMG and Shotgun respectively. When you kill them, they'll drop their weapons, though with low ammo, generally less than half of a clip.
Lastly, Rebel zombies will also try and limp away as fast as possible from grenades dropped/thrown by the player, or normal Zombine.
Overall these changes have made a pretty big difference. Rebels are less likely to die as often as they used to, and overall can do much more damage as they stay alive. There's a ton of other features we've added to the Rebels, but we can't talk about them until tomorrow!