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38
3 years ago

Testing new and improved crosshairs based on feedback i recived (for better visiblity and color blindness).




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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).

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.

Doki Doki Literature Club is celebrating Monika's birthday and the 8th anniversary of DDLC with exclusive stickers, avatar frames and backgrounds on Game Jolt! 

Head over to the shop to collect yours 👉 https://gamejolt.com/#shop

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.

Mae Borowski is the main character of Night in the Woods! It's an adventure game that tells the story of her return to her hometown of Possum Springs. She was confirmed as canonically pan in a social media post by the game's creator Scott Benson.

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.

Gore update for the game.

The Knightling launches on August 28! Wishlist it now so you don't miss out: https://bit.ly/KnightlingSteam

To celebrate the game's impending release, we've added The Knightling Pack and The Knightling Community Pack back to the Shop!

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.