i finally used a little bit of C++ to make the neighbor's sight actually match where he's looking. because of how unreal engine handles sight, his sight would always be directly in front of him, no matter where his head was facing. this is no longer the case!!! now his sight matches whatever direction his head is turned. very cool. very awesome. (also yes it still shows his sightline when he's sleeping, but dw his sight is disabled when he's alseep)

Next up
was testing out different lightings for fun and im wondering... which of these do we like the best? (5 different lightings with two different angles each so you can compare)
these are not final, im just tryna figure out which direction i should go in
still not finished yet. still working on getting the sky color and brightness exactly how i want it. but how's it lookin so far?
re uvmapped all the background houses so they use hn textures which makes them fit the game a bit more. both the roof and the walls can be changed. i was originally gonna remodel all of them which i still might do at some point. but for now im happy.
alpha 1 inspired inventory system!! (with the pa placeholder icons cause i haven't imported the actual ones yet lol)
updated the logo to be a bit darker to fit with the moody atmposphere of the game, what do we think? (old on the right)
new hnr logo :p
cars!
how do we feel about the new lighting so far..?













7 comments