Next up
38: Added a new enemy type, finally made it so enemies can still chase you even if you're not touching the ground, some VFX changes, some more pending changes, working on creating a hub area where you can interact with NPCs.
Current progess on this thing, don't know what else to say, you can move around and shoot, and there's a win condition.
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.
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
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).
This week's Fan Art Friday celebrates Team Fortress 2! Accept the quest in your quest log to get started.
Beta 04 released.
A bit trippy and confusing to look at, but I think the material works well.
oldie but goodie: helo
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.










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