Loading...
29
2 years ago

Testing a new head gore part for headshots.




0 comments

Loading...

Next up

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.

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/

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.

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

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).

Thanks to @TeamHalfBeard , it is Time to Morp.

Begin to Morp in your quest log and then Morp more here: https://bit.ly/time2morp

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.

I am still working on improvements for the gore system. Here is a video about a final function test for the headsots.

@ddemkoo is a Jolter to Watch and a creator who makes games, music, art, websites, and everything else in-between! Follow @ddemkoo before the quest ends on March 11 and you'll get Coins!

Gore update for the game.