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Докладване на проблем с превода
I've mostly just been side tracked with other things and I didn't want to get heavy into audiosurf modding while the game itself is still being developed.
As for the wakeboard arms the problem is that the animation set is meant to be holding a leash. The arms don't swing so much as they do directly jab outward. It looks extremely awkward. While I can script (IT by trade) I'm by no means an animator so it's probably going to stay as is.
As for my current plans:
- I want to see if I can create a transition effect for the camera to stop it from flickering up and down when you jump or duck. It works for gameplay but it doesn't feel perfect to me.
- There are some minor clipping issues. This may take more work but I want to see what I can do to address them.
- Toying around with the idea of adding rotation to the camera... Ie while sliding the head will tilt back a tiny tiny bit looking up (But not too much. I still want players to see ahead of themselves).
Thank you for the feedback though. It helps to know what players are looking for.
Aside from that I don't see a method to chain the head to the avatar. At least not currently. I'm still learning a lot from over looking Dylan's code to see what's possible in his api.
Regardless of if you continue to experiment or not, super cool work so far man. Thanks for what you've already pushed out.
Just some feedback and ideas- I know I really appreciated it when I used to make mods. Also understand I'm just spitballing without any concrete ideas as to how this stuff works because I haven't pulled apart this game at all and this is not at all the kind of modding I used to do.
If the camera issues can't be resolved easily by tweaking the placement (or even if they can), and while I think this totally stands as a standalone mode, another cool idea might be (if possible) pulling the camera back behind the character in a sort of almost traditional third person view. I'm not sure what the best position would be to avoid clipping through the upper duck blocks but also to give enough fov for the player to be able to see ahead of the character. It just might be interesting to play around with.