1/6 Significant refinement of movement/animation in #OpenBioForge! Most complex cut-scene now working (minus projectiles & some details). Check it out. Interested in a tech deep dive? Read on... #BioForge #GameDev
2/6 OpenBioForge aims to faithfully recreate the BioForge engine with QoL improvements. BioForge's most criticized aspect? Controls and combat. I'm tackling that head-on. #RetroGaming
3/6 BioForge uses root motion for all movement - animations drive character movement directly. This explains issues like unresponsiveness and faster backward walking.
4/6 Solution? A smart hybrid movement/animation system. Player-controlled movements now use the physics system, not animation root motion.
5/6 Pros: Better responsiveness, consistent speed, acceleration support, simpler collisions, future analog control. Con: Potential foot slippage, which I'm minimizing with careful tuning and blending.
6/6 After many iterations, it's working great! There are areas that rely on the root motion implicitly that can't be avoided, but the hybrid system is as generic/elegant as I hoped. What other BioForge aspects should I consider improving? Let me know!