Post

The scimitar and the four-slot loadout

The first melee weapon, timed from the original data, and the four weapon slots.

The scimitar and the four-slot loadout

The Druid now has a scimitar as well as a staff, and every character has four weapon slots.

Four slots

Matching the original’s data:

  1. Advanced: bought or found upgrades.
  2. Basic: your class’s starting ranged or magic weapon.
  3. Melee: always with you.
  4. Utility: scrolls and special throwables.

The animation system originally only knew three weapon types (unarmed, pistol and rifle), so every character’s animation setup was expanded to one entry per slot.

A swing on the original’s timing

The scimitar’s timing comes from the original data: how long from the start of the swing until the blow lands, and how long before you can swing again. Damage hits every character inside the weapon’s reach, once per swing.

The first-person scimitar animation is 0.5 s long, but the blow lands at 0.2 s. Played as-is, the first-person swing landed well after the damage. The animation is now stretched or squashed to land exactly when the damage does, so first and third person agree.

Converting animations properly

The animation converter became a proper tool, handling the four traps found so far: bone names that don’t match, a scale that has to be measured rather than assumed, rotations stored “upside down” between frames, and sampling at the original’s frame rate.

This post is licensed under CC BY 4.0 by the author.