Tarnish is just my prototype for an FPS game. It has some multiplayer parts working: server database, registration, authentication. I am focusing on the core FPS aspects for a while. The parts that would work for most kinds of FPS games, so that I can change the direction of Tarnish in the future, or to develop separate FPS games with different focuses, but similar core mechanics. Tarnish potentially would be a multiplayer survival game. There may be zombies, or aliens, but trying to survive and thrive, be it with friends or solo, will be the main theme.

Post news Report RSS Some First Animations With Weapon Switching

The new animation system is using giant blend trees, one for each weapon (only 2 right now).

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The new animation system is using giant blend trees, one for each weapon (only 2 right now). Not sure how long the new system will hold out. I’m doing more restructuring on my GameItem framework, which will have a role on how player animations are handled.

Here is a gif of the new animations: Puu.sh

The main focus right now is getting an inventory working, which will use storage items and equipment slots. Those will both be sealed classes that can be added to a GameItem GameObject to give it the storing and/or equipping functionality.

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