Weekly Update #4 - Fighting against Unity's timeline


Last week I said finishing cutscene #3 was gonna be quick and easy, well turns out I was wrong. Although I did finished working on it yesterday, it still took me a whole week in the end, mostly because I had to constantly fight with Unity’s default Timeline system. Don’t get me wrong, I think it has some great advantages, like the ability to create your own custom tracks, clips, and markers (which I’m doing extensively in order to interface with my Lua subsystem, mostly for textboxes), and the fact that since it’s in the default registry, a lot of good assets are also using it. But damn, everything related to root motion is such a mess, and I believe I spent more time trying to identify the clip that was sending my characters on the other side of the scene than actually making animations. But hey, here we are.

So I’m definitely not a professional animator, and you can tell. This results in a lot of animations looking a bit clunky and robotic, but in a way it also reminds me of those early 3D games we used to play, on the PSX and the N64. And since Seed of Life is also inspired by these older games, I decided not to give too much thoughts about it. Hopefully the game will redeem itself in other areas.

Here’s the list of what I did this week, it’s gonna be very short:

Content

  • New feature: Cutscene #3, codenamed “Expositon”, where the main plot is exposed.

Work in progress

  • The Records menu, which I’ll finally be able to work on again.

Objectives for next week

  • Complete the Records menu (for real this time)
  • Create assets for the Treasures (3D models and their materials)

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