Next up
Gore update for the game.
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.
After the switching from UE4 to UE5 i really start to love Nanite. It is just crazy what you can do if you dont have a poly limit for your models. But it is also time consuming as hell.
A first layout of the UI for weapon upgrades.
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.
I am still working on improvements for the gore system. Here is a video about a final function test for the headsots.
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.
Testing a new head gore part for headshots.
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.
After a long time here is 1 out of 3 new videos about some gamplay. The framework is very close to be done now. So now the start on gameplay can finally start.
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