On the previous post, I showed a screenshot of the human male model in the game, but without armor.
But before diving into the update, you can also check my video devlog at:
https://www.youtube.com/channel/UCyOt8sPTqNxRseUzpzUEQQg
Lately I have been working on loading them with armor. Whenever a player logs in nearby, or comes within range, or even getting close to an NPC, we need to generate the appropriate model. This means getting the right meshes in place, along with textures for the body and those armor pieces. For this, there are two passes. One pass for the body and one pass for the armor. While on the human model asset I got had some code to combine armor and textures and generate prefabs, it had no logic to generate models based on a specific configuration, that is, if I give a set of ids for the armor to create a model accordingly.
So I created a generator for it, and so far it's looking OK. I am not yet satisfied, since it is creating them one by one and there is no cache, or pregenerated textures.
On my next iteration on this, first thing I want to do is to have the possibility to have textures pre-generated on the standalone clients, so when we get close to an NPC it loads very fast and puts minimal weight on the client. Next is creating cache for players' textures too, and finally improve the generation speed. They wont necessarily be done one after the one, due to priorities.
Up next, most likely I will make a script for a boss, to expand the engine capabilities and add do some early testing of more complex fights. This will also serve as a demo for the gameplay trailer, that I want to do soon.
Enjoy and let me know your thoughts.