New Year Post 2021

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Well, well, well. What a year 2020 was. I thought I'd write this post as I've done a couple of things with the website and felt like posting something that wasn't about Project Unicorn (Argyll). I've been tweaking the website for ease of use and to make it a little more aesthetically pleasing. I'm pretty happy with the way that it is at the minute, so this will probably be how it looks for a long time. I've also been proactively attempting to post more on social media - I'm terrible at it, so it's probably going to be patchy until I get into a routine. As the year progresses, I'm aiming to ramp up the amount of work that I can do on PU/A as to aim for a demo release around the November mark of this year. This coincides with my final project hand in for my final year of university. I'm aiming to have a working representation of what this would look like as a full release with full cinematics, voicing, modelling and gameplay. In theory I would only need to develop and implement the narrative / side quests to release a full version. As a final note, I've also added in a Paypal donation button on the footer on the page. This is only incase anyone actually looks at what I'm working on and wants to contribute. Of course anyone who does will be greatly appreciated and mentioned in the release of any game they feel like supporting. But honestly, I'm not expecting anything - it's literally a just incase sort of a deal. If you're still reading this, I greatly appreciate even an interest in what I'm doing. I feel my journey has been interesting so far and will only grow down the line. Cheers! James

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Post 20: Rootmotion Implementation

I mentioned previously that I thought I may change out the animation system for the characters as I felt the ‘Add Force’ function with the attacks to be a rather crude way to implement attack movement. So I changed it. I really wished that I had started off with root motion implemented and now that I have a grasp on how to implement it, I will be rolling out all future projects this way. Adding a Root bone in maya Replacing all my skeletons and references Replacing all my animations Unfortunately, there’s not too much to write about as this is fairly straight forward. Below is a screenshot of the extra bone that I added to the existing Mixamo rig that I had previously been using.

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Post 19: Horsing around!

Time to give Bob a companion of the equine variety. Horses definitely fit into the whole feudal scheme of things. I started off by finding a free horse asset with a skeleton and placing it into the world. There was quite a bit that I did to make this good and I’m still missing some animations to finish it off, but I can get on those later. Functions implemented were: Prompt to mount Mounting character on top of the horse Dismounting off the horse Horse movement with walk, trot and sprint. Horse IK – making the hooves touch the ground Horse lead when turning Camera adjustment when player mounts horse. Character IK – making feet touch the ground and placing feet on stirrups when mounted. Prompt to Mount Firstly I needed a way for ther

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Post 18: Combat Indicators and More

I wanted to lock down the fight sequences by improving how the player fought with the NPC’s. This involved implementing two types of attacks: A Blockable (Normal) attack An UnBlockable (Charged) attack Having multiple types of attack will help to make the fighting a bit more varied and add to the experience. So what to do to implement it.

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