3.18.22
3.17.22
A quick guide on how to kill stuff.
3.16.22
Also have fee Look Aim Mode working with 360 rotation and pitch control.
3.11.22
3.10.22
3.9.22
3.8.22
3.3.22
2.28.22
First HEAVY Exoskeleton almost ready to bring into Unreal Engine 5. Will be slower but fun and weighty! 8 Slots which I will show off in a bit.
2.24.22
2.23.22
2.22.22
This little guy is one of the core AI exos. You can plug yourself into any other larger exoskeleton (or other things) and take off...or destroy something.
2.21.22
First look at the heavy exoskeleton chassis detailing.
2.19.22
First look at the sub surface scanning and waypoint surfacing to let the player know where to pop their miner!
2.17.22
2.14.22
"Bullets"...such a human concept. An AI wouldn't dare waste its time!
Its functional for now but bugs and whatnot to work out! I do like having to charge up from equip though rather than being full. Pre-charge storage upgrades perhaps?
2.11.22
2.10.22
Finally! Scalable surface hit effects are in. e.g. Various Metal Surfaces, Ground, all have different fx/sfx... Also...new bot sounds in an attempt to not have annoying sound design. It's harder than it sounds. Pun intended.
2.10.22
Finally! Scalable surface hit effects are in. e.g. Various Metal Surfaces, Ground, all have different fx/sfx... Also...new bot sounds in an attempt to not have annoying sound design. It's harder than it sounds. Pun intended.
2.9.22
Unbelievably happy with how this is turning out so far in its conversion to 3D.
2.7.22
Figured out the maths for radial falloff damage for multiple targets AND have it display independently for each target in the blast range.
2.6.22
2.5.22
2.4.22
2.3.22
1.31.22
Basic animation tour for the first bot chasis you will encounter, the trainingBot!
1.30.22
As of yet rigged - working out small lateral movement issue.
1.30.22
Very early peek at single single player concept art!
1.27.22
Very early peek at where we are headed with the new loadout screen.
1.25.22
Damage range testing with health bar integration. Also a first pass at shield deflections.
1.25.22
Damage range testing with health bar integration. Also a first pass at shield deflections.
1.24.22
Stats are in place, however for testing - damage radius is locked at 30m.
1.23.22
Reminder NO stat is static. Refactoring update: Stats now ties to resource stats. DPS, Fire Rate & Accuracy conversions are much tighter now.
1.20.22
Getting sidetracked with cinematic testing in UE5 during a 4k texture test render.
1.18.22
What does a landscape with synthetic life running rampant and no human influence for hundreds of years look like? We're starting to conceptualize...
1.13.22
Long Rang Ballistic/Artillery test. Delay fire front-mounted Rocket Launcher and the Orbital Support Strike.
1.12.22
Latest sketches of the Tank Chassis. 2x arm slot on each arm, 4x center mass, along with back slots for defense. A ton of flexibility for load-out variation but you probably won't be getting this behemoth off the ground.
..or can you?!
1.11.22
Improved sfx, decals, collisions...and Chaos Destruction.
1.9.22
Working with johnnyscribbes on latest design for the next playable chassis we are introducing. 7 total attachment slots with retractable #hoverjets on sides.
Legs now have 2 joints allowing full IK range motion, something our test chassis was sorely lacking!
1.8.22
1.7.22
1.5.22
1.3.22
Prototyping some shield attachment designs. Making sure they work well at night. Backdrops just for fun...for the moment.
1.1.22
Quick preview of sub-classes which will be used as a foundation to create our "real" crafting system. Everything unique...all the time.
12.28.21
12.22.21
12.19.21
Launched devlog for indie game project I'm working on in UE5. Part Eve Online, part SWG, part OMF2097.
12.30.21
Having some fun playing around with Lumen now that a good chunk of the project is ported to UE5. Global Illumination Ftw!