I need to come to terms with my growing irrelevance.
Everyone else is obsessed with smartphones while I just don’t care. I love to play singleplayer games while the world wants 4-player co-op. I want a DVD with a printed manual in a box when the masses want digital downloads and always-online storefronts. I want a desk with a keyboard shelf.
Do you know how bloody hard it was to find a desk with a keyboard shelf, let alone one big enough for an adult? You don’t, market forces say, even have a keyboard anymore. You’ve got a laptop, at best. Even then, you don’t really want a desk, you want a feature piece for the corner of your living room that needs to look pretty rather than actually get used.
I don’t think this universe has a place for me anymore.
Well, I couldn’t exactly play the ill-advised prequel without going on to cleanse my palate with the real deal. While floating around the grungy millenial streets of Deus Ex, I got to thinking about one feature that was particularly controversial about its prequel: boss fights. Because the original Deus Ex doesn’t actually have a final boss… Or does it?
Beware of spoilers.
As I progress with No Excuses, I realise that I’m pretty much implementing a top-down singleplayer Unreal Tournament. I’m actually okay with this, but I do wonder how much of a contortionist you’ll have to be to press all these buttons at the same time when I add the four five active abilities on top of these extra movement keys.
I finally added strafing the other week (after fixing the last of the animation bugs). Strafing was never in the original brief — Nox didn’t have strafing and that’s my baseline for combat and navigation. Nox also did not have dodge-jumping, which I intend to add soon enough to round out the strafing ability. I am probably going to throw on backpedalling for good measure too.
Gosh, programming AI behaviour around this is going to be a riot…
Ah, I often moan about things in Unity being too difficult or weird for my brain and then struggle free in barely an evening. I stand by previous comments about how delightfully quick Unity is to get to grips with, even after lengthy off-periods playing through ill-advised prequels.
Today, then, let’s talk about animation systems.