Not much to report this week, I had to work on some personal projects.

I'll be doing combat programming all next week - and I laid the foundations the week before this one.

Daniel also completed some transparency and particle systems, and did some optimization work.

For now, all I can leave you are these GIFs with nothing that impressive. (but I still especially love the throwing GIF, watch how he bounces off the walls)

Hey again! I have some awesome stuff to show you this week.

First of all, I posted a new video: 

This video was built to showcase what we have so far in terms of movement, and I'm fairly proud of it. It represents how the game was as of yesterday though. I've already made major changes based on the feedback I received on 4chan's /vg/ and on the video itself. Primarily the issue of the game being too "slippery."

I've fixed all of the problems, and I'll discuss each one in depth and explain how I fixed it.

The first problem was that someone mentioned the "sprint didn't match" his speed. What I decided to do here, was go back and modify the sprint animation itself, and then speed it up in the game engine. I also added a new "back tilt" feature where he'll lean forward as he starts going faster. This should solve it, but I may need to replace the sprint entirely.

Another problem mentioned was that "the sprinting was slippery," and I fixed that by removing two lines of code that actually segregated how sprinting/jogging affected his velocities. You see, when you used to sprint, it changed your "directional yaw" to a variable called "trueYaw," which was your yaw rotation for the model, so the direction change was not instant. For the jog, it uses "finalYaw," which is an instantaneous value the trueYaw moves to. So I simply changed the sprint to use the final yaw instead of the true yaw. Pretty simple fix.

One of the last complaints I received was that the glide twirl looked feminine and out of place, so I replaced it with a front flip that you can see in the GIF above. It looks a lot better, and I still ended up using the twirl on the wall jump (which it looks a lot more context appropriate, and doesn't negatively affect his masculinity, according to one Anon)

That does it for this week. Hopefully in another week or two I'll have a new video for you :)


We've finally completed all of the animations for the demo - we have around 17 attacks and 35 animations in total when you count movement animations. This isn't very impressive - but we'll definitely keep adding attacks and new moves as I get input from you guys. This is going to serve as a base for the gameplay, and together we'll start making monthly or even bi-weekly updates to the combat engine until we're all satisfied, and then we'll make the actual game portion.

Hopefully this will be a fun experience for us all.

Today, Daniel and I have been making a material editor for the engine to get that out of the way - so I can focus on gameplay here these next three weeks.

I'll be converting all of the animations of the base model tonight hopefully, and I'll be able to start. Wish me luck, I may post a video next Saturday showing what we have. If not next, it'll be the following Saturday after next.

This all said, please know the first demo will not be completely bugless or perfect - nor will it be feature complete in any way - things like particle effects, AI, and sound are going to be missing. It's OK though, this won't be permanent.


Hey guys. I'll be updating on Saturdays from now on, instead of Friday's. It's a lot more convenient this way for me.

What have we done this week? Not so much as to things I can show you, but we've been finishing up and tweaking some minor things. It was really a busy week for everyone, so we didn't get to accomplish a ton.

I worked on animations all week, and I was able to nail down some extra flips and idles. I'm especially proud of the new idle, really menacing.

The flips are actually proving difficult, getting that sense of momentum and velocity to work is really difficult - so I've scrapped more of those than finished, unfortunately. I'm really sensitive about the animations this time around, because my primary complaint about the demo in September was that the animation was terrible. The thing about games like this too, is that animations are a central part to what makes it fun to play. You can't feel like you're a hyper-lethal killing machine when your character is all stiff and doesn't have any weight to him.

I've been using some ref's for the flips, so hopefully I'll have them down eventually.

What I've also been doing is planning some facets to the gameplay - the "style grading" system is ready - and I'm especially excited for that because of how much different it grades you than anything else I've ever played. It should be pretty cool.

And if you look at that bottom GIF of TRON, you'll notice he does this long front flip towards the camera. I intend on building something like that for MORS, where you can jump and then activate a secondary jump where you leap towards an enemy like that.

I'm getting pretty excited, more progress soon.

Take care guys.