3 years ago

Around 40 million polys in this little scene. With UE 5 you can really push the limits beyond all you can think of ...




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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.

A first layout of the UI for weapon upgrades.

I am still working on improvements for the gore system. Here is a video about a final function test for the headsots.

Doki Doki Literature Club is celebrating Monika's birthday and the 8th anniversary of DDLC with exclusive stickers, avatar frames and backgrounds on Game Jolt! 

Head over to the shop to collect yours 👉 https://gamejolt.com/#shop

#gjbroadcast

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/

Dive into the cozy post-apocalyptic open world of Critter Cove!

Gentleman Rat Studios (@GR-Rob ) describe it as “a little bit Animal Crossing, a little bit Stardew Valley. Maybe even a little bit Windwaker, too."

Wishlist the game: https://bit.ly/CritterCove

Testing a new head gore part for headshots.

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.

Mae Borowski is the main character of Night in the Woods! It's an adventure game that tells the story of her return to her hometown of Possum Springs. She was confirmed as canonically pan in a social media post by the game's creator Scott Benson.

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.