Game
Die to Survive

2 years ago

Just finished a few new models for an outpost level. Also created some base blood mask for them as you can see in the picture.




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Just a little image that shows a testing evironment for spawning enemies, enemy weapons / movement, events and more.

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/

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.

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

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.

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.

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.

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.

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).