New selection screen/scene


Boy oh boy oh boy.  That was a worldwind of learning that had to be had to get here.  It does not look like much, but I went down the rabbit hole of rigging, and retargeting, as well as mocap.  After managing to get an actual animation pipeline working, I am happy to move froward.  That being said.  I will have to redo the runners, as I have improved on the actual prefab that I created from the runners being blasted in the arena.  I think the arena runners use about 6 c# scripts to run, while the AI for these runners only use 1 c# script, I have started to use functions as more reasonable organization unit instead of script components on gameobjects.


More to actual gameplay. Instead of the placeholder we had before where you chose the runners order of exit, and then bet on them. You will not locate one that you like in first person, from that selection you can then give gifts to help them during the run. This is also where you will choose when they are release into the arena.  Some quality of life feature I also added is by hitting the F button you unlocks the mouse cursor so you can mouse over the runner you wish to choose.  The video above shows a prototype of the selection experience.


What is next, I plan to work on the UI, that will give some info on the runner, as betting, and release order.  Gifts will have to come later, as I want to create a bunch of them at once, and don't plan to spend time in blender just modeling right now.

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