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female and male characters, or depending on the body structure of the character – think mom and baby Moloch. We might change this later on, which would enable us to have different kind of movement for e.
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You can have multiple animations and ragdolls per character, but currently only the ones defined as default files will be used. The ragdolls and the animations are stored separately in different files. In the animation editing mode, you define how your creation should move. In the ragdoll editing mode, you create and edit limbs and connect these with joints. In the Character Editor, you can edit the two basic components of characters, the ragdolls and the animations. Inside the Character Editor: the makings of a (temp title) Fishworm. It’s a work in progress, and for some things you still have to dig into the xml code (things like deformations and attacks), but as of this moment, it is possible to create characters from scratch without even touching a text editor. This had to change when we started making new monsters, and we also wanted to simplify the process a lot to make it easier for players to build their own mods.
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Overall, creating new characters involved a lot of knowledge about the inner workings of the game and its code.
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In the pre-alpha versions, editing the ragdolls and animations was possible only in xml, and there was very little control over the animation parameters. Starting with the smallest moving parts and skipping the Particle and Sprite Editors, we’re going to move on to the brand new Character Editor, used for creating both human and non-human characters in the game.Īll characters are made up of a ragdoll “skeleton”, on one hand, and the animations that go with that character, on the other. Have a read and let us know what you think! Character editor These are used for developing the game, but upon Steam release, the same tools will be available for modding. We’ve built several editors for creating all the different moving parts in Barotrauma. Last time on the blog we covered some new gameplay functionality, and this time we’re going to take a look at how the game is built.
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