
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.
Next up
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.
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.
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