Looking for new minigames ideas, came across this again.
Interesting idea, however that model you linked:
"Models using Custom Skeletons so you cant make them into npcs or player until re-rig them."
That makes using them a HUGE PAIN. Basically, I'd have to take an existing player/npc model, post the mech model to it and parent it to the skeleton, then go through and weight paint it properly to each bone. I absolutely hate weight painting though, and I'm pretty bad at it.
If not done right, thinks will looks super weird, and awkward as the limbs/bones rotate around. That alone is more than or equal to the amount of work it would take to code the minigame haha.
I have plans to port Hunter Rounds pretty soon, and changing them up. I had a lot of fun making/playing that minigame.
(note to everyone else, feel free to post minigame ideas! Nothing TOO complicated, just some simple minigames. (think orbital/bouncing mayhem style. Pretty simple, but fun, and a nice change).
Interesting idea, however that model you linked:
"Models using Custom Skeletons so you cant make them into npcs or player until re-rig them."
That makes using them a HUGE PAIN. Basically, I'd have to take an existing player/npc model, post the mech model to it and parent it to the skeleton, then go through and weight paint it properly to each bone. I absolutely hate weight painting though, and I'm pretty bad at it.
If not done right, thinks will looks super weird, and awkward as the limbs/bones rotate around. That alone is more than or equal to the amount of work it would take to code the minigame haha.
I have plans to port Hunter Rounds pretty soon, and changing them up. I had a lot of fun making/playing that minigame.
(note to everyone else, feel free to post minigame ideas! Nothing TOO complicated, just some simple minigames. (think orbital/bouncing mayhem style. Pretty simple, but fun, and a nice change).