Unity Animation Transition

Blend Trees for Smooth Movement Animation

First off, animation plays big part in making a game feel fluid and “juicy.” Even a blocky game like this can look solid as long as the animations feel smooth. But I’ve seen too many cases where animators simply transition between discrete animations (such as walking/running or moving/strafing) using a hard cutoff. And that just […]

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Dynamic Weather and Traffic

Dynamic Weather, AI, and Time Syncing

Winter… is coming. Erm, actually finishing I guess. Firstly, welcome back to another round of daily updates on Broke Protocol. I hope to make this a regular thing. Anyway, The past few weeks, I’ve spent a lot of time syncing up AI traffic and day/night cycles. And recently just put in the basic foundation for […]

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Progress

Broke Protocol is BACK (Latest Features)

All new Features are here! We had some great testing sessions in the past year. And we were taking notes. Tons of them! Finally, after 1 year of rebuilding, refining, and adding features, I’m proud to say… Broke Protocol is BACK. And it’s coming back strong. Before and After First of all, I want to […]

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