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UISince Ourboros is setting up the new UI, she has been asking me for some pointers here and there. The UI is finally coming along, which is so exciting. I have also focused on updating other UI elements to match the new design, like the gait UI and the arrows over jumps. They turned from basic to become more artsy, though I tried to not over design it. I used elements from the Rose paintings and put it on the gait wheel. I even added some more continuing swirls to make it more cohesive. It kind of looks like a fantasy bow! I had to create a matching arrow to it as well.



Updating the roads also became a pain and unnecessarily time consuming. So in case I would need to scale the map again for whatever reason the vector graphics would just work without having to do that much if any.
The numbers denote what type of music will be played in those areas. Though this area in particular is likely to change and might not represent how it will eventually look or sound. Otherwise you can see one of the reasons for the size up with the place names that are too small to show in this picture, but fully readable in my document if I zoom in. Also my house measurement examples.
Tacking Up




From the left: Jogging forwards, jogging diagonally left, strafing jog left. The forward jog is captured at an angle as it is more dynamic and shows more movement.As I want the torso to mostly be pointed forwards when moving diagonally and strafing, they end up looking very similar as it is similar movement. Because if the torso isn’t, there really isn’t a reason to have a strafing animation as that would basically be a forwards jog animation at that point, just… sideways.
There were also some blend shape calculations that I had to fix as you see above to the right. So I had to fix some of the math that controls the blend shape, but also look into the bones that are the sources for the numbers the calculations use.
An extreme shoulder-upper arm rotation.Sound planningOutside of the amazing title pun, I have been looking at potential background sounds that can be around the map. Trying to think of what would fit for the different areas and nature. Though what sounds we will be able to get is an issue for later, it gives us an idea of what we want and where. For the most part it was researching Norwegians bird calls and in what areas they prefer, then assigning them to the map areas that make the most sense. Later I will probably go in further detail and section off areas so that you don’t hear birds that don’t like urban areas in the middle of town or something like that.
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