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Game
Redemption of the Damned
3 years ago

#RoD. DevDiary: integration.
That's very "funny" thing to integrate everything into a whole and look for the different flaws that aren't visible during the development of individual parts.

Watch the run of testing many aspects of the work in progress.




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#UnrealEngine DevDiary: quest and dialogue systems. A small example of the fusion of the quest system and the dialogue system. Playback of soundtracks and specific animations is also provided, but you can't see it on the video. Just trust us :)

#horror #survival DevDiary: blunderbuss.

Europe of 16–17 centuries - a period of wars and revolutions with successes and failures in the development of hand-held firearms and the usage of the weapons from previous centuries, like the blunderbuss.

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- significantly increased range;

- more damage due to the longer barrel length.

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Thank you to everyone who participated in this year's challenge!

(Check the article to links to the original posts so you can give 'em a like!)

DevDiary: ragdoll.

What could be better than killing the imps in different ways?

Beautifully slam the enemies against the elements of the environment, for sure.

#gamedev #unrealengine #horror #indiegame #survival

Joltober is here! Today's prompt is #Scarecrow! Each day in October, you’ll get a new prompt and a new quest at 12 pm Eastern! Go to your quest log to find the quest! It'll expire tomorrow at 9 am PT / 12 pm ET.

#survival DevDiary: Damage system.

It's one of the main issues when working out the mechanics of melee weapons.

The trick of the method shown in the video lies in the almost complete correspondence of the movement of the weapon to inflicting damage.

#survival DevDiary: inventory and character parameters.

We will be grateful for your comments after you visually check the usability of the proposed inventory and how clear it is.

Happy #WIPWednesday!

Are you working on a game?

Making some art?

Practicing a song?

Something else?

Tell us in the comments!

Happy to show the significant progress in development of "RoD" for the last monthes. https://www.youtube.com/watch?v=qgrW9fZIzeo&t=4s

Here we focused on improved visual&sound effects when causing and receiving damage, using weapons; improved enemy animations; UX/UI system core.