Last Week!! Crunch time. Look at all those changes 0.0 lets hope nothing breaks :D They were mainly an overhaul to our animation systems and updating all the new ui cards for building interactions
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Last Week!! Crunch time. Look at all those changes 0.0 lets hope nothing breaks :D They were mainly an overhaul to our animation systems and updating all the new ui cards for building interactions
After the previous post, I’ve added city noises such as cars driving around, people chattering and car honks. As of now the car honks are not on a random timer which was what I intended which would be implemented.
The old building animations were very prone to bugging out but that has been solved by turning off the collider after clicking on a building so the animation cannot be played while it is already playing and previously closing the UI card quickly would cause the animation to stop working but that has been solved :D
A short snippet of how the buildings would work in our interactive wall, only a few more weeks till final deadline!
Back to work after our 2 week holiday, got started on modelling certain key buildings that are needed in our city. Here’s my attempt at modelling since its not my strong suit
A second iteration of the Day/Night cycle, after consultation with the rest of the team, this would most probably be the one being used in the final
The Day/Night cycle feature in our Isocity thanks to an incredible tutorial by Probably Spoonie on youtube.
Whew finally back, sorry for the lack of uploads but the other modules have been killing me. Back on track, this is a test of the animations for vehicles after realizing using nav mesh was a pain
Current animations for exposing interiors of key buildings made for testing.
Potential logo ideas for Yonin.
20/4/21