1 year ago

A first layout of the UI for weapon upgrades.




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UE5, Nanite and Vertex colors: I tested successfully the use of Nanite and only using vertext color information with all seen models for a cemetery in this scene (Beside the standart UE5 SK player model). No textures used at all.

Here you can see a test about an arcade style collectables system (fully based on niagara). And the function for calculating impact zones for a dismember point system. Also calculating headshot / hit and miss statistics for the player profile.

I work on a new system for headshots.

I this picture you can see one of the early tests how the head looks like after a headshot.

Happy #WIPWednesday!

Are you working on a game? A song? Something else? Tell us in the comments!

A new and much more improved demo of the game is now live and available for download on steam.

To name a few. A much more improved gore system, New enemy models, Improved corsshairs, Points for dismembering and more.

https://store.steampowered.com/app/1966330/Die_to_Survive/

Highrise Game Jam Reminder: In order to enter to win the Jam, your game must be created in Unity and submitted using the Highrise Studio Hub.

Learn all the deets about the jam at https://gamejolt.com/c/gamedev/highrisejam

I added new gore parts to the game. Here is a short video from a test if the functions work for this correct. Also testing how a slowdown after a headshots could look like.

Testing a new head gore part for headshots.

🥳 The Highrise Game Jam is Underway! 🥳

Watch the video for tips on getting started building your first world in Highrise Studio. (Creating and submitting within Highrise Studio Hub is the only way to enter the jam!)

Learn more: https://gamejolt.com/c/gamedev/highrisejam

I added an camera shake function on shooting and taking damage. It is not final balanced and feels a little to heavy at the moment but i think this will ba a nice addition.