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23
2 years ago

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.




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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.

Testing a new head gore part for headshots.

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/

Congratulations to our "Show Us Your Centum Art" winner, @JotaDev !

The artists behind all of these are tagged below. Go like their original posts to show your support!

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.

This week's Fan Art Friday celebrates Baldi's Basics in Education and Learning! Accept the quest in your quest log to get started.

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

I started working on the models for the hell level setting.

All SM models are Nanite models without using normal maps. The pile of heads dont use any UV´s and is only polypainted (vertex colors).

Inayah - Life After Gods is OUT NOW on Steam!

Celebrate the game's release by completing our quests!

You can play the demo or get the full game at https://bit.ly/steaminayah

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.