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Devlog 7: Upgraded Player Model, New Aim Offset, Head Look, and Leopard Crawl.
Made the player model better, added a MUCH better aim offset system, made it so that the player's head turns to your crosshair, and made it so you can Leopard Crawl.
35: Tested making a physical HUD, all I had to do was put a Widget in a spring arm and put it slightly in front of the camera.
32: Sword slash decals, model changes, font changes, and
Devlog 5: Civilians
Now when going through certain areas, you will find civilians, these civilians will be in multiple stages of being wounded, scared, trying to help the wounded.
Some new images of the game, set on Cinematic level graphics, my toaster sacrificed itself for these images, R.I.P Toaster Computer.
34: New VFX, some model changes, a new enemy, gibs, new sword effects, finally got a radar working. Working on better level design, and now I need to improve performance, again... Oh and a cutscene camera for melee crits, melee is the only way to heal.
Devlog 4: Damage Indicator
I have now added a WIP damage indicator to the game, now you can finally see how much damage you do
A bit trippy and confusing to look at, but I think the material works well.
33: The return of the Martyr pistol, added weapon switching(Z), added aiming and a rangefinder(RMB), changed the 'sword' keybind to (F) and the 'dodge' keybind to (ALT).
Devlog 6: Minimap, Better Textures, and Better Green Soldier.
Finally added a minimap to the game along with better textures, also made it so the green soldier doesn't have a helmet, radio/backpack, grenades, or canteen on him normally, meaning:











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