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New and improved player movement & controls!
July 30, 2014 - Dead Alien Cult
Recently we've had some Greenlight user feedback asking us to keep y'all updated more often, so we thought we'd share one of our more important updates here with you guys.
Unfortunately our current (pre-alpha) trailer is using our old player movement but we've spent some time *vastly* improving our player movement control scheme as well as adding proper directional animation blending (and cloth sim cape movement).
These 3 things not only make the player movement look SO much better overall, but make the control feel so much more fluid and responsive. Pretty stoked on these additions to the game!
Below are some gifs to try and illustrate the changes...
In this older movement example, the player was forced to use both analog sticks to maneuver the environment, regardless of if you were aiming at a target or not (for the record, you WILL also be able to use keyboard & mouse controls if you prefer). This made moving through a simple room/around objects super awkward and cumbersome, and if you didn't use both sticks - you'd end up running sideways or backwards a lot. Made things look really goofy and felt bad overall.
Also in the above example, you'll notice there's no animation blending for the different directions the player runs in (all directions were only using a ''forward run cycle'' and it looked and felt awful and ''slidey''. The cape looks like complete shit here as well because it has broken keyframes and was hand animated - where as the new stuff uses Shroud plugin for realtime cloth sim control.
In the new set up, we have the players directional movement mapped to the left stick, and right stick still acts as aiming and allows you to strafe still, as well as walk/run backwards etc. We've added animation blending for the directional changes and updated the cape with the new cloth sim work.
That's all for now. Stay tuned and thanks for your support!!