With the timing fixed, it was time to take the next step in implementing line of sight.
An early line of sight mechanic highlighted how simple my character models were. As my characters are still just a single object (cylinder), cover effectively made my targets invisible if the one point of balance in the center of the cylinder was behind cover. It was time for me to develop my characters a little, to have multiple points (head, arms, body, etc).
Heading to my sketchpad again, I tried to design a simple model about the height and width, with arms, legs, a body and head.
An early line of sight mechanic highlighted how simple my character models were. As my characters are still just a single object (cylinder), cover effectively made my targets invisible if the one point of balance in the center of the cylinder was behind cover. It was time for me to develop my characters a little, to have multiple points (head, arms, body, etc).
Heading to my sketchpad again, I tried to design a simple model about the height and width, with arms, legs, a body and head.
The new model ends up looking a bit like this (with the old model to the left). It's a little silly looking, but is enough of a person for me to continue building the game engine.
What does he look like in a level? This is some basic animation I am using to aim at a target (The right arm is at 90 degrees - like I said "BASIC"). There is still a long way to go, but this is at least an upgrade from the cylinder.