Next up
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.
A first layout of the UI for weapon upgrades.
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.
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
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.
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
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.
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).
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.

















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