I had planned a two target strategy today, cracking the rest of the animations for the state engine and sorting out some Occlusion experiments as I need to make a decision on how we handle occlusion in the engine.
Our character volunteered to do the occlusion but he kinda missed the point...
I spent so much of Friday on animations, I simply ran out of time on the occlusion stuff :( The good news is that aside from stairs and ladders, ALL the animations in the character are now assigned a place in the massive state engine for behaviors, which means everything from sitting in a chair all the way through to combat, crouch and swimming. Rather than wax lyrical, here is the finished set of animations assigned to their main states.
The weekend looms, and I plan to continue coding through to get a little more done before Monday. Now the character is linked to his state graph, it should be a very smooth process of linking him to the AI bods from DarkAI now and start to see some seriously realistic reactions as the guy runs around the scene.
I am also tempted to rip out the entire weapon system from FPSC classic and make it a separate module so I can clean it up and start to improve it. The classic had some seriously cool mods added to the weapon systems thanks largely to Errant AI and FPSC community modders who demanded a vast array of features to compliment the new weapons from later packs. So many in fact I seriously lost track of the full capabilities of the thing and now I need to re-acquaint myself. Stuff like dual-wield, multiple weapon modes, ammo switching, iron-site and who knows what else are buried in there and I need to drag it out into the light and formalized. We only have about eight weapons for the first release, but they will be bristling with features from the get go, using all the fancy stuff we have to date. I don't just want Reloaded to look good, but provide the level of flexibility that creates awesome game play and the attributes of the player's arsenal will be key to this goal.