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Die to Survive
2 years ago

After a long time here is 1 out of 3 new videos about some gamplay. The framework is very close to be done now. So now the start on gameplay can finally start.




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After the switching from UE4 to UE5 i really start to love Nanite. It is just crazy what you can do if you dont have a poly limit for your models. But it is also time consuming as hell.

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.

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).

Congratulations to our "Show Us Your Centum Art" winner, @JotaDev !

The artists behind all of these are tagged below. Go like their original posts to show your support!

Gore update for the game.

@FatBombStudios ' Light Bearers 2 is out now!

It's a fast paced hide and seek, asymmetrical multiplayer horror game!

Play the game for FREE on Steam https://bit.ly/steamlb2

Just finished a few new models for an outpost level. Also created some base blood mask for them as you can see in the picture.

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.

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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.