Exploring New Angles

Finished up the foot so that it adjusts to the slope of the ground. It disappears into the ground sometimes and I was worried about that. I spent awhile tweaking some of the values to find the perfect setting where it would always work. I couldn’t seem to find the magic numbers. My net was down for awhile and I fired up Sekiro (last year’s game of the year), one of my biggest inspirations for this game. I watched his feet very carefully and it clips/disappears very frequently into the ground. If a triple AAA game isn’t too worried about getting their feet above the ground at all times then I shouldn’t either. It was a relief to see that such a game didn’t care too much about every single detail being polished. With that said I spent a lot of time as well trying to make the animations look cleaner, Sekiro looks so natural when he’s jumping and landing. I might need to explore a whole new animation feature to get the character moving better.

There was a lot of math involved in getting the angle correct for the foot. Thankfully I did not have to figure it out myself. Codelikeme is really saving my life when it comes to Unreal. Again, I tried physical animations for the jumping, to make the legs swing in the air. It doesn’t look natural, but there’s progress there. I’m worried I’m spending too much time on the animations, but I have to remember to take things slow, and this game is all about that character so I need it to get as close to perfect as I can achieve.

There’s a lot I might have to throw out depending on if I try a new animation style, but that’s part of the process. I shouldn’t be disappointed that I don’t use everything I make. It’s my first time after all and there’s a lot I have to try out to see which works best. Eventually it should come out as great as I envision it to be.

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