Posted April 20, 2018 by Never Rest Studio
In this build I have been working on overhauling controller/player management to be more flexible. I’m aiming towards the primary goals of:
To allow for profile management on a game pad, I have been constructing a re-usable and customisable on-screen keyboard. This allows for easy entry via multiple controller types and can have multiple configurations of layouts which can be toggled between at run-time, all with some basic procedural animation.
Additionally, we’ve been implementing some extra animation. Matt from Bitgem has put together some amazing facial expressions which are now being triggered by attacking, taking a hit, and being knocked out. Additionally, he has reworked some of the mesh/rig to allow me to add secondary physics-driven animations on things such as the bandanna and belt. Both of these add a lot of visual interest.