I switched to deferred rendering so I can use TSR, but if I can't make it work without TANKING perforamance, I'll switch back to Forward rendering and see if I can make MSAA actually work. Oh and there's now alert voicelines for if your shield is depleted among other things, some model changes, etc.
Next up
A second try at making mecha combat, much cleaner this time since I know what I'm doing(slightly more than last time). Trying to make it feel both agile and realistic.
Beta 04 released.
Worked on improving the UI, and improved some other stuff, also released the Movement Alpha
A knight who refused to die… now fights with what’s left.
The first boss of The Wolf in Me.
Decay took his body, not his skill. Precision. Discipline. Relentless technique.
This is not a monster. It is a warrior.
38: Added a new enemy type, finally made it so enemies can still chase you even if you're not touching the ground, some VFX changes, some more pending changes, working on creating a hub area where you can interact with NPCs.
This clip shows a shield throw ability where the boss attacks at range and recalls the weapon, forcing the player to dodge instead of block. On hit, the player is knocked down, creating a moment of vulnerability and pressure.
Working on some additions to the map, also making the hive explode MORE, for literally no reason other than performance. Also gonna make that hurt enemies. I really need to make a loading screen though...
33: The return of the Martyr pistol, added weapon switching(Z), added aiming and a rangefinder(RMB), changed the 'sword' keybind to (F) and the 'dodge' keybind to (ALT).
He is watching...
35: Tested making a physical HUD, all I had to do was put a Widget in a spring arm and put it slightly in front of the camera.












0 comments