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I've made a volumetric shader for local fog and smoke. Density variation was really challenging to make but I got a good result after some hours and tricks.
Our Discord community is now available, join us to follow dev news, share feedback and have fun - see you around!
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.
I've worked on effects improvements recently. Smoke and dust particles are volumetric now - which interacts with lighting better and brings a feel of depth. No extra performance cost.
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.
FREE KEYS - Vegetation, minimap, obstacle jump, snowy biomes, console commands, detailed effects, better illumination, fast lights, performance tweaks and more. 0.5 BetaTest is now available 
Changelog: https://www.heavenly-roads.com/projects/Callistbery/releases
Items, water bodies, hand slots, better lighting and effects, dynamic weather, physics upgrade, console commands and many more on BetaTest 0.4 - now available for supporters and beta testers.
Check out the changelog here: https://www.heavenly-roads.com/projects/Callistbery/releases
He is watching...
Improving some effects. 3D fireballs on explosions and better decals with dynamic heat.
























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