Will Kolb's Blog

Steamworks rarley does

Misc.

Added a parameter to scale the grenade explosion radius so you kinda see where you’ll get hit: Its setup via user parameters and HLSL which I havent used in a while (I was fluent in the xna days, but that’s pushing 10+ years ago now) I might dig into this more just to get my […]

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Throw em’

Added player grenades Pretty crude but I’m not going for quality atm, the detonations are very underwhelming, I can clean that up a bit later with a decent burn decal, a sphere effect to show radius and a bigger flash. I also really want to re-work that icon to be less…..bad? The changes to the […]

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Stab-y Boy

Added in a small fast stabbing bot that will charge at your feet. I think there’s some collision issues that I gotta get through (you can see me getting pushed back during the gameplay above). But I think I got the hook ups nice enough that it’s not really a huge issue. Animation is now […]

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Some Gameplay

…I’m gonna quit on the physical hit reactions thing and just make a blendspace. There’s a hackyness to the ue5 physical animations which I seem to be stuck on and I do not want to spend much more time on it. I’m still happy I ported all of the animations to UE5, that pipeline is […]

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I forgot how much time Animation takes…

Uhhhgggg, I know this is a better approach because its more WYSIWYG in unreal and I’ll be doing less messing around but it’s definitely re-doing work. I have to keep believing that physical hit reactions and IK will be worth it. Walking is still the hardest IMO, everything after that should be easy as pie […]

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Behold…IK

Took the bot body and made IK in unreal. Turns out the big tower of blueprint blocks I was talking about is 100% what you’re supposed to do (meaning I see it replicated in every tutorial I see). Right after making the last picture I deleted 100% of my work for the last 3 hours… […]

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UE Control rigs and Custom Numpad setup

I kept looking at the last video I posted and got really annoyed at how bad the animations of the patrol bot looked. This drove me to remake the animation rig for the patrol bot (to be much, much simpler) and I started making a control rig in unreal to push the animations there (see […]

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Flashy Stuff feat. Loop

Flashbangs are working. I have the patrol bots hooked up to throw them based upon an enumeration (Which I dont like, I’d rather a subclass but I shot myself in the foot earlier on). I just hijacked the reload animation and basically said “if you’re a grenade bot, reload, and instead of throwing a mag […]

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Some Texture Painting / Raspberry Pi fun

Attempted to add some color to the zapper I showed earlier. I’m not 100% enthusiastic about the job I did but I still like some of the ideas I have here. For the record this is how you setup a shader in blender for texture Paint: Essentially you make a shader that you like as […]

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Zapperz

Not sure what this is but I think I might keep rolling and texture it to see where it can fit in to future projects. Other angles: The pole out the side is supposed to be the end of a baseball bat, the curve underneath I wanted to be some kind of road tire.The sights […]

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