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Credits go to Team Junkfish!
I added the original escape route system, this is all made from the original scripts from the original game which my friend 4KANT was able to find when looking into the original games code and stumbled upon that.
I've been focusing on the procedural generation. There is not enough finished to show yet, but I have been recreating more models, one of which being the metal deck walkways.
Disclaimer: The GIFs are a reference from the original game, not the recreation.
Simple progress so far, I have just been fixing bugs and messing around with some small lighting effects (Sharpening, Bloom, and Antialiasing) and I found a good combination that feels decently like what the alpha had minus the Global Fog!
I finally made a way better locker texture, and I believe it is decently accurate to the original Monstrum V0.1 Alpha. This took me a few days to do since I am not that great at texturing and i was trying to be as intricate as possible.
Some more lighting progress!
Got some more progress that I can show you all! This time it isn't related to the procedural generation but a new system that is being worked on. The chain physics! I used the same system that Monstrum used, at least to an extent. Hope you enjoy the clip!
OOoOoOOOo he's alive!!!
Thanks to DevilNaiden for allowing me to use his incredible recreated model of Sparky!
And of course as always thanks to Team Junkfish for any original ideas/assets that is presented in the game!
Update on Procedural Generation so far, mostly new rooms and layouts with some added models and textures. The exterior area (metal walkways) is not shown yet due to the missing shell. I will keep you all posted on progress soon.
Credits go to Team Junkfish!
Added cameras!
|== Small Update ==|
An as accurate as possible representation of what the early Monstrum Pre-Alpha menu screen looked like.
Reference video: "Rezzed 2014 ~ Day 2 (Monstrum & Dream - Oculus Rift)"











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