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
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.
A bit trippy and confusing to look at, but I think the material works well.
31: Enemy counter and different animations depending on what state you're in.
I’m a solo dev making a handcrafted dark fantasy world full of secrets and rich lore. No Lumen, no Nanite—just classic lighting so it runs on your toaster. Love The Witcher, The Last of Us, or Monkey Island? This is for you.
Beta 04 released.
"Laboratory" l The Afton's Register Chapter 2 Cinematic Teaser Trailer
34: New VFX, some model changes, a new enemy, gibs, new sword effects, finally got a radar working. Working on better level design, and now I need to improve performance, again... Oh and a cutscene camera for melee crits, melee is the only way to heal.
Worked on improving the UI, and improved some other stuff, also released the Movement Alpha
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...













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