If anyone's actually watching this, an explanation for the delay.
1) real life. Inescapable, no matter how hard I try :v
2) experimentation.
Got a bit bored working on the double-handful of new sculpts, so I tried and failed to create head and hair sculpts again. Would have been a nice surprise to include, but for now, not possible until I understand the player skeletons better.
3) slight change in philosophy.
My previous way of making sculpts for each bone (generalized, some are combined e.g. Rotate on one axis is usually included in Main):
- Main Sculpt (all movement axes (no X on single bones to keep symmetry), overall scale (as applicable), rotation in vanilla direction(s) or logical direction (whichever applies))
- Fine Sculpt (~50% effect, no rotation)
- Scale X (50%-100% effect of scaler in Main Sculpt)
- Scale Y
- Scale Z
- Rotate X (75%-100% effect of rotate in Main Sculpt)
- Rotate Y
- Rotate Z
The problem is, with the above, I have to choose: do I want the player to be able to scale or rotate in a wide range, or do I want them to be able scale and rotate finely?
The wider the range, the bigger each "step" is for each tap of the WASD keys. Trying to balance this has, so far, been a BIT of a pain in the ass, and has on several occasions been the reason for me getting overwhelmingly bored and wandering off to do something else.
That in mind, I'm making an additional Fine sculpt for each new Scale and Rotate sculpt, so things can be fine-tuned. The primary Scale and Rotate will make big, chunky changes in comparison, which can then be smoothed out; just as with the Main sculpt.
For the moment, I'm leaving existing (v0.1/v0.3) sculpts alone; for the most part they're adequately "balanced", and adjusting the ranges on them will mess existing faces up, something I want to avoid as much as possible.
I did leave plenty of padding in the IDs, so my likely course of action will be to make Course/Fine sculpts "around" them. But not in this upcoming version.
Why didn't I do this sooner? Well, the list was becoming a huge, ugly, solid lump of options, and as it became bigger the effect became worse. Adding spacers and section labels has done a lot to mitigate this issue, so I feel more comfortable with adding more sculpts than strictly necessary.
1) real life. Inescapable, no matter how hard I try :v
2) experimentation.
Got a bit bored working on the double-handful of new sculpts, so I tried and failed to create head and hair sculpts again. Would have been a nice surprise to include, but for now, not possible until I understand the player skeletons better.
3) slight change in philosophy.
My previous way of making sculpts for each bone (generalized, some are combined e.g. Rotate on one axis is usually included in Main):
- Main Sculpt (all movement axes (no X on single bones to keep symmetry), overall scale (as applicable), rotation in vanilla direction(s) or logical direction (whichever applies))
- Fine Sculpt (~50% effect, no rotation)
- Scale X (50%-100% effect of scaler in Main Sculpt)
- Scale Y
- Scale Z
- Rotate X (75%-100% effect of rotate in Main Sculpt)
- Rotate Y
- Rotate Z
The problem is, with the above, I have to choose: do I want the player to be able to scale or rotate in a wide range, or do I want them to be able scale and rotate finely?
The wider the range, the bigger each "step" is for each tap of the WASD keys. Trying to balance this has, so far, been a BIT of a pain in the ass, and has on several occasions been the reason for me getting overwhelmingly bored and wandering off to do something else.
That in mind, I'm making an additional Fine sculpt for each new Scale and Rotate sculpt, so things can be fine-tuned. The primary Scale and Rotate will make big, chunky changes in comparison, which can then be smoothed out; just as with the Main sculpt.
For the moment, I'm leaving existing (v0.1/v0.3) sculpts alone; for the most part they're adequately "balanced", and adjusting the ranges on them will mess existing faces up, something I want to avoid as much as possible.
I did leave plenty of padding in the IDs, so my likely course of action will be to make Course/Fine sculpts "around" them. But not in this upcoming version.
Why didn't I do this sooner? Well, the list was becoming a huge, ugly, solid lump of options, and as it became bigger the effect became worse. Adding spacers and section labels has done a lot to mitigate this issue, so I feel more comfortable with adding more sculpts than strictly necessary.
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