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Well I said I would post an early one this week.
Our main weapon now fires randomized slugs in an unpredictable spread pattern. Tracers now leave bullet decals, along with snazzy particle effects and smoke. Tweaking them as we go, learning new things along the way.
Instead of starting with a prebuilt asset or something, we have created the mechanics from scratch. It is hard to tell if this was the right approach, modifying an asset may have been much easier. As a hardcore FPS fan, it does feel comfortable to fire, and I'm confident moving forward others will agree. The next step will be to give it some real Oomph, with a kickback pump animation and muzzle flash.
We are also experimenting with larger decals like blood stains and explosive divots.
Forgive me, the screens are very dark. The lighting has been turned way down to test out our new Flashlight aswell. It's toggled on and off with F just like the previous build, but it doesn't have much of a range at the moment.
This particular model was lost through data transfer, so our modeler began to create a new one. We managed to rescue a back up version of this one, so the end result may mean multiple flying drone models!
They aren't programmed with any AI yet, but they do reach to being shot. I would like them to be fully destructable, with possible scraps to collect for crafting.
Playtesting has officialy begun, but progress will be slow again this week.
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