Neon Valley Update 3.9 - Animations, Helmets, Shaders
Update 3.9 is an update focused on the player character, such as tweaking animations, movement controls and more.
Full notes
Full Neon Valley: Revenge update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes2 additions3 changes0 removals
Gameplay
Performance
UI and audio
changedUpdate 3.9 is an update focused on the player character, such as tweaking animations, movement controls and more. A few small touches in order to make the character look and feel nicer until I rework the model entirely, in the future. Holding that off for later though, as I want it done right and other elements require my full attention first.
addedAnimation Hard to show animations in still images. However, the animations for walking are reworked to add better hip movement, in accordance with the recent changes to root motion in Unity. Now the character doesn't feel as stiff when walking. I also tweaked the gun holding position to look more combat-ready, in comparison to the awkward hip aiming thing I had going on before.
addedHelmet Added a new helmet! This helmet will be available, for a limited time, to all players as the standard helmet. As other helmets are made, those too will be given to all players for a limited time. With each new helmet, I will lock away previous designs to be unlocked through the coming quest lines.
changedFPS cam positioning Moved the position of the fps cam to avoid clipping and to have a better feel in relation to the hands and weapon. The camera clips a little bit through the body when jumping due to some movement delays. I will fix this in the next update. As well as some system to fade the armor pieces that clip through the camera in certain angles.
changedAudio More audio from the awesome Johan Keith! Character sounds, ambient cityscape sounds, weapons, gadgets and more! This marks the second audio package from awesome musicians and audio engineers I've worked with. I am working with them on completing the audio packages and will be implementing some kind of audio styles to chose from. This will be a bit down the line though as their busy schedules permit.
Neon Valley: Revenge changes
changedUpdate 3.9 is an update focused on the player character, such as tweaking animations, movement controls and more. A few small touches in order to make the character look and feel nicer until I rework the model entirely, in the future. Holding that off for later though, as I want it done right and other elements require my full attention first.
addedAnimation Hard to show animations in still images. However, the animations for walking are reworked to add better hip movement, in accordance with the recent changes to root motion in Unity. Now the character doesn't feel as stiff when walking. I also tweaked the gun holding position to look more combat-ready, in comparison to the awkward hip aiming thing I had going on before.
addedHelmet Added a new helmet! This helmet will be available, for a limited time, to all players as the standard helmet. As other helmets are made, those too will be given to all players for a limited time. With each new helmet, I will lock away previous designs to be unlocked through the coming quest lines.
changedFPS cam positioning Moved the position of the fps cam to avoid clipping and to have a better feel in relation to the hands and weapon. The camera clips a little bit through the body when jumping due to some movement delays. I will fix this in the next update. As well as some system to fade the armor pieces that clip through the camera in certain angles.
changedAudio More audio from the awesome Johan Keith! Character sounds, ambient cityscape sounds, weapons, gadgets and more! This marks the second audio package from awesome musicians and audio engineers I've worked with. I am working with them on completing the audio packages and will be implementing some kind of audio styles to chose from. This will be a bit down the line though as their busy schedules permit.
Update 3.9 is an update focused on the player character, such as tweaking animations, movement controls and more. A few small touches in order to make the character look and feel nicer until I rework the model entirely, in the future. Holding that off for later though, as I want it done right and other elements require my full attention first.
That said, here is a breakdown:
Animation Hard to show animations in still images. However, the animations for walking are reworked to add better hip movement, in accordance with the recent changes to root motion in Unity. Now the character doesn't feel as stiff when walking. I also tweaked the gun holding position to look more combat-ready, in comparison to the awkward hip aiming thing I had going on before.
Helmet Added a new helmet! This helmet will be available, for a limited time, to all players as the standard helmet. As other helmets are made, those too will be given to all players for a limited time. With each new helmet, I will lock away previous designs to be unlocked through the coming quest lines.
Shaders Mainly chrome and metallic shaders and materials for the character, to give the battle suit some visual variety. This is a minor visual boost to the character until I tackle reworking it entirely.
FPS cam positioning Moved the position of the fps cam to avoid clipping and to have a better feel in relation to the hands and weapon. The camera clips a little bit through the body when jumping due to some movement delays. I will fix this in the next update. As well as some system to fade the armor pieces that clip through the camera in certain angles.
Audio More audio from the awesome Johan Keith! Character sounds, ambient cityscape sounds, weapons, gadgets and more! This marks the second audio package from awesome musicians and audio engineers I've worked with. I am working with them on completing the audio packages and will be implementing some kind of audio styles to chose from. This will be a bit down the line though as their busy schedules permit.