All featuring a revamped attachment menu, new animations and other cool stuff
https://blog.smartlydressedgames.com/unturned-ii-devlog-023/
All featuring a revamped attachment menu, new animations and other cool stuff
https://blog.smartlydressedgames.com/unturned-ii-devlog-023/
Please keep the sniper reload, Stupid stuff like that is what unturned really needs to preserve its whole cartoony identity.
Primarily item and equipped item (typically weapon) updates.
Making the now-crowded attachments view not suck was trickier than expected. Since you can move around jumping and bobbing your weapon all over the place with this menu open, the angles leading to the item slots were not stable.
I experimented with several different approaches involving trying to group the slots together, but in the end a relatively simple solution worked best. The slots push each-other clockwise inserting spacing, then counter-clockwise, and then the average is used. Combining this with a few other techniques to keep the screen positions and angles stable turned out quite well.
Weapon animations have changed significantly over the past year. Initially while working on attachment changes last year there were separate animations for detaching, attaching, and a detach-attach combo. This might make sense for some future items, but was a lot more work to animate and keep consistent. Back then we still didnāt have space-switching for animations either.
Now each equipped weapon can have its own dedicated animation blueprint which allows much more control over the blending and base pose, especially for weapon hand IK in the future. Creating the Eaglefire and Timberwolf reload animations was a lot of fun and quick to do with all the animation tools Iāve made over the past year, and now blend the detach and attach animations into a combination. Despite the item change being what triggers the animation, a notification partway through alerts the visual to swap to the new magazine.
With deep item hierarchies it was really confusing keeping track of where the item was, but now we have the new problem of extra-tall details panels. I somehow suspect this wonāt be the last we see of these changes.
Last year I did some work on recoil patterns and control, and re-approaching it with fresh eyes was helpful to make useful changes. All the way back to 3 the recoil was configured as a series of pitch/yaw changes, but thinking about it this is not ideal for easily designing the shape of the pattern.
Now we control a clockwise angle the recoil will kick, and the magnitude of the kick. You can also see a preview of the pattern now in the editor (shown above), and in the future Iād like to support editing the pattern by interacting with the preview.
Itās looking like the next update to 3 will be on June 21st. Quite a few tasks have stacked up on the to-do list for that! As such, Devlog #024 should be someday mid-July.
Usually for 3 I write the log as changes are made, but for this case I went through the commit history gathering the gameplay-related changes.
Wow even GHJ is plagiarising.
This is unacceptable
Sexton, N. (2019, June 14). Unturned II Devlog #023. Retrieved June 14, 2019, from https://blog.smartlydressedgames.com/unturned-ii-devlog-023/
Perhaps that could be an extremely rare secret reload animation, kinda like what Battlefield does?
Also, weāre becoming Escape From Tarkov by the second and I absolutely love it. For the dynamic attachment pane, one suggestion Iād have is to have the names of the item context types/rails be visible in small text right above the slot itself, like this:
Fuck it. Iāll make some eft guns. And one is already done.
Is it just me or did Unturned II not get an update with the new features?
Itās likely that the content shown arenāt implemented into the demo yet.
Or it may just take a bit. Last one of the one before took about an hour after to get an update (for me atleast)
Just got the update.
Dont know if its known yet, but:
If you drag the gun into āLeft Handā, the character starts to T-pose with the gun in its hand.
Let em be Jesus if he wants
My god, the triggers are back in eagle fire, the only ānegativeā thing is that the optimization pass has been postponed to devlog 24, but apart from that Iām very happy to see how many new features we have, the little eagle fire magazines who could imagine?
Left handed people donāt exist.
can confirm that we donāt exist
(for nelson)
Perhaps for attachments instead of it showing every attachment for one side, perhaps have a button to switch to looking at the other side of the gun, then you add attachments for that side of the gun?
very cool, thank you nelson