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40
2 years ago

I added an camera shake function on shooting and taking damage. It is not final balanced and feels a little to heavy at the moment but i think this will ba a nice addition.




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A first layout of the UI for weapon upgrades.

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).

A new and much more improved demo of the game is now live and available for download on steam.

To name a few. A much more improved gore system, New enemy models, Improved corsshairs, Points for dismembering and more.

https://store.steampowered.com/app/1966330/Die_to_Survive/

The Cryptmaster Anniversary Update is here! 

@akuparagames saw that players loved the in-universe card minigame "Whatever." So for this update, they've put more effort to make it its own Roguelike game mode!

Try the FREE DEMO: https://bit.ly/CryptmasterSteam

I work on a new system for headshots.

I this picture you can see one of the early tests how the head looks like after a headshot.

Let Them Come: Onslaught by @Tuataragames has come to Game Jolt!

Celebrate by completing our quests!

Play the FREE demo of Let Them Come: Onslaught on Steam: https://bit.ly/LTCOdemo

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.

A quest celebrating that we're half way to Halloween has entered your quest log!

Complete the quest to conjure a trophy!

(Either April 30 or May 1st is 6 months before Halloween.)

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.