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It took a lot of work, but now Dustgrave's sunsets can truly instill joy and calm.
Unless you are the guy with the massive quest mark on his head, surrounded by bodies.
He's probably a little stressed right now.
One of the best things we made for Dustgrave is dynamic settlements. Town can be conquered, destroyed, infested, and occupied by different factions, with furniture and decorations changing accordingly!
None of us ever worked as a lumberjack, and it shows in the game. Marco here is spending hours punching a log. Marco is not getting paid.
We called our game Dustgrave: A Sandbox RPG because "Oh God, it's so much easier to create arid environments!" is not that good of a title.
And because it's a sandbox RPG.
And there's at least a grave, somewhere.
This is a general #UnrealEngine tool, not specifically for the Mega Man project. It can copy the data from ANY Blueprint or C++ UPROPERTY variable, and copy it back to any compatible variable. Could lead to making Save States for Rollback Netcode.
Dustgrave's will soon receive a massive update, adding variety and balance to the combat system!
It's over, we sacrificed realism for aesthetics once again. Since we couldn't have decent lighting inside buildings, now the sunlight magically goes through the roof when the player is inside a building.
Seal Island Intro! For #ScreenshotSaturday!
We made all settlements dynamic in Dustgrave, so that you can experience the "wow I can commit war crimes" part of playing a sandbox RPG.
















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