Apoc
@apoc_dev
Building a mech sim game: Bounty - Discord: https://discord.gg/srDAKSCY8y
Been doing a bunch of refactoring so I can get AI controlling the mechs and other vehicles. Super janky at the moment, need to do torso aiming and better turning next.
Worked on arms and torso weapon aiming today. Torso mounted weapons can't be free aimed, less range of motion and slower to aim compared to arm mounted. Going to do a UI+Cockpit art pass soon so they can actually look cool.
Where you place your weapon components is important. Missiles can be shot down by friends and foes.
Added hip sway, leaning into turns and counter balance. Starting to really like the way this moves.
Added support for using a gamepad to control the photomode camera while still controlling the mech as normal. Also added input recording & playback. Should be able to get some cool clips now.
Is there a site people use for finding voice actors and hearing their demos? I'm looking to hire a female American/British voice actor for the voice of the computer in the style of Mechwarrior3/Star Trek. No idea where to start, any recommendations would be great.

Tweaking the animations still a long way to go. Going for a more prowling animalistic style.
The hardest part of gamedev is balancing the amount of anti-soul gas (fog) to add.
Just realised I can make the ambient lighting be driven by the atmosphere color and you get a fake raytracing GI 馃槄
Added atmosphere and day/night cycle. Celestial bodies are effected by the atmosphere.
Finishing up the procedural animations still loads to tweak but good enough for now. I've been dreading doing it for ages, really glad I've got it in now, its going to make creating new mechs so easy.
Added visuals for the jump jets. They are hidden when you don't have jump jets installed.
Added procedural animations for circling and gave the mech some black airforce 1s.
A happy mech eager to commit warcrimes in return for salvaging rights.