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912
3 years ago

Making in Blender The Fallen, one type of enemy for my game, developed in UE5.




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Polishing combat with directional hit reactions for more weight and variety. Finishers tuned for smooth, synced choreography.

And yes, enemies always drop loot. The Fallen even loses his helmet 😄

In this peek, enemies dodge attacks while player moves close-gap with new attacks. Combat feels fair and fun.

Some lore moments get a brief frame. Used sparingly, only when it matters. After all, this is an adventure game.

Also added small physics reactions when pulling weapons from bodies. Subtle, but satisfying.

@Distant-Dimensions is a Jolter to Watch, self-taught 3D & 2D Artist, Animator, and Game Developer! Follow @Distant-Dimensions before the quest ends on December 9 and you'll get Coins!

In Lobo, camps are more than a save point. Stay close to the campfire long enough, and you can heal, recover your health, and take in the views. A quiet pause in a harsh world.

Don't miss out on your chance to design a Game Jolt sticker!

Post YOUR design for a sticker inspired by Arcane, League of Legends, and Nail Art!

After "Design a #GXNailArt Sticker!" ends, we'll pick 3 winners (AND give them one of a kind trophies!)

Quick peek at my loot to equip flow. Open chest, grab gear, drop it straight into your hands. Still early, but the core is solid and works with both controller and KBM. More polish coming soon.

I made an Ogre as a custom MetaHuman, but in the Zelda: Breath of the Wild style. Made with Polyhammer, Blender, Substance Painter, and Unreal Engine 5.

@Miles_Games is a Jolter to Watch, 3D modeler, 2D artist, Music composer, and Game developer!! Follow @Miles_Games before the quest ends on December 23 and you'll get Coins!

For Lobo, I wanted simple settings. No ray tracing or upscalers so it runs on any PC. Inspired by The Last of Us Part II, I added my own touch.

Essentials: resolution, volume, rebind keys, camera, and language.

What settings matter most to you?