CharacterAnimation

Integrated bot animations in Gladiabots

Being frustrated by my lack of progress on Gladiabots tutorial, I decided to take some time to integrate the bot models and animations I designed several months ago.

Until today, the combat system used static placeholders in order to focus on gameplay and feedback instead of visuals. Although they were not so bad (at least for my lack of modeling skills), they didn’t have any animation.

Here’s a before/after comparison:

 

The top right (static) bot is the placeholder and 2 others are obviously the new ones ^^

And here they are in action:

 

In the final version of the game, the “Blueprint” system will allow you to select and customize different bot models.

Thanks for your time and don’t hesitate to let me know what you think in the comments below 😉

Brace yourself, Unity 4 is coming…

Here is the news of the day: David Helgason (CEO) and Joachim Ante (CTO) announced the upcoming release of Unity 4 in their latest youtube video.

This major update will introduce 2 huge features:

First, “Mecanim”, their new character animation system featuring AAA quality functionalities like blend trees and state machines editor, dynamic animation retargeting, etc. More details in this video:

Another big step for Unity toward the AAA scene when you add to it improved lightmapping, DirectX 11 and shader model 5 support.

And the other long awaited feature, “La surprise du chef”, is LINUX DEPLOYMENT!!!

Potentially a long term relief for projects having to handle Unity based game servers… (only possible on windows platform until today)

More details about Unity 4 on the official homepage/slideshow, the marketwire post and the official FAQ.

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