Inspire:
Thanks man, It has been a goal of mine since I started making games on Games Factory to do a decent cover system, and 10 years on I'm getting close, so I'm really proud of it!
You're right about the animation speed. It's partly because I want to see what's going on, and make sure the right things are playing, and partly down to FRAPS, and the animation/FPS smoothing being out!
Kohaku:
Cheers for taking the time to watch and comment, I appreciate it.
I'm not sure about general level fogging. The game story is completely changed (I couldnt hack making something so cheezy-sci-fi), and the levels will be set almost entirely in public spaces - offices, stations, malls etc, so I'm not sure if fog will fit, but I've got a nice volumetric effect using smoke particles that will happen when things catch fire or whatnot.
Character contrasts are right. The test level is using some FPSC textures, and the final ones will be brighter and more vibrant in keeping with the characters (who are all office-worker types!)
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I updated the cover system to recognise low objects as cover as well as walls. So characters can not crouch behind tables. Depending on the situation, they will either blind-fire (shooting without peeking out), or stand and shoot then duck back.
Heres a vid, theres one guy using a desk for cover, and one at the back using a doorway.
http://uk.youtube.com/watch?v=Qz_mdhivneY
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