yayy new footages from my game! Also in 60fps if your using chrome.
Now to make arts... lot of new bg and arts... oh wait I needa make sure I make a decent battle mechanics/gimmiks.. damn
You won't see LenZ fighting just yet.
P.S. This is all in realtime. I'm not cheating with any post motion blur on AE lol
-On the tech side, I rewrote the footstep logic. There is a raycast looking at down vector and grabbing the material renderer and it's texture component's name. If that texture file is named "something_rock", it'll find the string word containing rock and boolen Rock into the audio to play the footsteps. I have glass, metal, grass, etc... so I can be lazy and let Unity do all the work for sound placements.
The video demonstrates it barley but I realized that in the water, I should let it be in trigger stay and trigger exit. Just so the sound boolen kicks in before hitting the collider 2 units below it.
For splatmaps, I was able to have the ray hit the material and be like oh I see you have R-spat, G-splat, and B-splat. I used the Rgb texture to spread the rocks and grass apart but to have footsteps on seperate splats, I used unity's api: GetPixel. The ray casts down and looks for a min and max color of RGB cause they do blend together to achieve the rock and grass blend. But if there is more green, it'll look into the spat_G texture and find if it's a rock or grass or not. If there are more Blue in the color spectrum, it'll switch to spat_B texture.
I do wish to sell this script I wrote. But I can't promise myself for any additional features. Gotta go fast....