Game
Die to Survive


3 years ago

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.




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Gore update for the game.

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.

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.

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!

I am still working on improvements for the gore system. Here is a video about a final function test for the headsots.

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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.

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.

Great news! 📢 @Aya_Games has joined Game Jolt!

They're the indie studio behind the haunting & atmospheric horror platformer Ayasa: Shadows of Silence.

Follow the development of Ayasa: Shadows of Silence at https://bit.ly/AYASAGAME

A first layout of the UI for weapon upgrades.