Finished in Unreal Engine

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Foliage Render Pop in.

The Distance Parameter in material and foliage Cull distance wasn't syncing up properly but it ended it up being an engine bug.

There's also another setting in material editor 'Dithered LOD Transition'. I would like to try that too.

Update 0.10 is out!

https://youtu.be/icAuRAL-6hM

YouTube
https://youtu.be/icAuRAL-6hM
youtube.com

Revamping a new map to give it a better look..

I hope you will like it.

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Most levels of Blob Person will have a unique mechanic that will augment the gameplay in interesting ways. Today I started working on one of those mechanics: inverting gravity

This week I've been working on the NPC's being more responsive and attempting to swarm the player.

60 FPS steam-captured gameplay

https://youtu.be/Sybd1ZYjqZI

YouTube
https://youtu.be/Sybd1ZYjqZI
youtube.com
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First Chapter is already done!

Time for some bug fixes and ready to start the second chapter.

Interactive Security Camera System
Variety of materials to give an authentic effect
All connected up to a power system

The video: https://youtu.be/yUPXF_BVDOo

YouTube
https://youtu.be/yUPXF_BVDOo
youtube.com
YouTube
https://www.youtube.com/watch?v=uRL0llMY3Ww
youtube.com

A small update on the landscape...

@Melkor3D thanks for the feedback!

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Fooling around with a dynamic melee system with mesh slicing