


























)






[/img]
And another example of the enemy trying to block and riposte. (glitches and wonkiness present, as expected)
[img]https://media4.giphy.com/media/WnJhoooOaNW9zAYxgZ/giphy.gif?cid=790b76112c4bc79160eb1927630e3d5b0ba7b5003ebd237c&rid=giphy.gif&ct=g[/img]
So as I say, very WIP and glitchy but a promising start to a better system.
A stretch goal for AO (as in we will see!, no promises) is that we could have custom animation pools for different weapon sets. So for example a rapier AI would have a fencing stance and only use rapier specific animations, whereas a sword and shield guy would have his own set of animations, a dagger guy another set, etc. The feasibility of this will greatly just depend on time and progress!
[h3]PERFORMANCE[/h3]
If you have been following the B&S development over some time you will know this is a perma-task! However I did want to reassure PCVR players that although we are always pushing the graphics and effects, any extra overhead is countered by performance gains. New progress has been made on improving performance for collisions, effects and audio, as well as map optimizations to reduce any strain from increasing the graphics and effects.
___________________________
That's it for now, folks! This was just a broad look at everything going on, but as these different components become more refined I can start to do more in-depth looks at each individual one.
2022 should be an exciting one for B&S! Don't forget you can follow the roadmap for PCVR [url=https://steamcommunity.com/app/629730/discussions/4/1743355067106410776/]here[/url].
And because I absolutely know Nomad players are going to ask - U11 release for Nomad would follow PCVR after it is sure the release was free of any game-breaking bugs. So the best guesstimate you can get for Nomad is to look at the PCVR roadmap and add a few weeks to the PC estimated release dates.
Che































