Had some fun today lining up the Rocket Launcher to the cool Rocket Man character that will soon be firing flaming missiles at anything that moves. Took a few attempts but he can retrieve his launcher like a trooper now. He is not connected to the rest of his animations, or the rest of the animations he will need to perform all the actions required for a Rocket Man, nor is he connected up to a special script, but the project is certainly rolling along nicely and it should not be too long before you see some action.
I also found time to add some more character variants to the default asset library in anticipation of the level demo we are working on.
In addition to a special Ops character we have zombified the soldiers as well in case you wanted a little undead flavor to your scenes. The reasons why these variations where created will be revealed in forthcoming blogs so stay tuned!
We've also made some headway with the standalone title system (proper integrated graphics) and encryption to ensure your models and textures cannot be stolen from the executables produced with FPSC Reloaded. For those concerned that we're spending too much time on standalone and not enough on core engine tech, I can assure you that there is as much happening inside the engine as in the final deployment.
We've also decided to re-design the FLAK system and bring it up to modern day standards, and taking the opportunity to ensure the system can cater for the many uses we will need it for including grenades, projectiles, mines, C4 explosive charges and pretty much anything else that moves or goes BOOM!
Also, some good news, my headache has gone. Phew! Just in time for a Hangout Interview at 6PM GMT today, and I hope to be able to share a link of the video once it has been recorded and edited. It will be a brief talk about FPSC Reloaded and our ambitions for the product, and hopefully not too much rambling from me! Speaking of which, time for me to sign off...