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《Drifting》Third-Person / Action / Shooter / Parkour (Update: Start Menu)

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  • 《Drifting》Third-Person / Action / Shooter / Parkour (Update: Start Menu)

    Last updated: 2019/10/12

    《Drifting》 - Start Menu

    Start Menu


    (The original 2D art is drawn by Arsenysilver)

    This is a short clip of the game's start menu.

    All the 2D arts are animated in real-time: hair, breast, and hook are made using sprite sheet with UE4 flipbook material; lights and ghosting effects are made using UMG translation and alpha animation.

    The idea of this start menu is to convey a sense of free-flowing momentum that players could experience while playing 《Drifting》.

    I hope you enjoy this week's update, have a wonderful weekend! :3



    《Drifting》New Combat Gameplay Released: 2019/05/18



    Hi everyone!

    In this week's update, I am glad to show you the latest combat video of 《Drifting》.

    In the new gameplay footage, you'll find out the combat is much more intense, fast-paced and strategically more demanding. Energy beams and explosive missiles intertwined creating a hazardous area in 3D space, players not only need to dodge these attacks in air, but also keep on solving the environment puzzle that blocks his/her path to the next level.

    Enjoy this week's update and have a wonderful weekend! :3


    Release Date: TBA

    Genre: Third-Person / Shooter / Action / Parkour

    Developer: MYW

    Platform: PC



    Please feel free to leave a comment or like if you are interested in my game!

    (I will send out a PM to you as response =D)
    Last edited by rit; 10-12-2019, 12:06 AM.

  • replied
    《Drifting》 - Start Menu

    Start Menu


    (The original 2D art is drawn by Arsenysilver)

    This is a short clip of the game's start menu.

    All the 2D arts are animated in real-time: hair, breast, and hook are made using sprite sheet with UE4 flipbook material; lights and ghosting effects are made using UMG translation and alpha animation.

    The idea of this start menu is to convey a sense of free-flowing momentum that players could experience while playing 《Drifting》.

    I hope you enjoy this week's update, have a wonderful weekend! :3

    Leave a comment:


  • replied
    《Drifting》 - Settings and Performance

    Settings and Performance

    In this week's update, I wrote a short article on my blog talking about performance tests and game settings, which may give people a rough idea regarding how well this game can run on their PC with the desired settings.

    (Keep in mind, however, since the game is still in development, the figures may subject to change.)

    I hope you enjoy reading my article, have a great weekend! =)

    Leave a comment:


  • replied
    《Drifting》 - Move List

    Move List



    This is the list of all the moves the protagonist can perform in the game.

    Noticed all the moves has a wall-run counterpart, even grab-kick and grab-stun can be performed during wall-run, meaning players get to enjoy all the degree of freedom during wall-run with increased movement speed.

    Most of the moves can be interrupted by another move, for moves that can't be interrupted, remember you can use "shoot-cancel" to switch to another move.

    Last but not least, the inputs are configurable with key bindings, so feel free to set the basic moves to your preferred input keys.

    Have a great weekend~ :3
    Last edited by rit; 09-28-2019, 12:54 AM.

    Leave a comment:


  • replied
    A glimpse of combat in 《Drifting》

    Dash FX Revised

    Dash FX Revised


    If you watch the previous videos or images of 《Drifting》 closely, you'll notice the ghost replicate of the protagonist has polygon hair instead of tessellated hair, an issue that bothers me for quite a while.

    A few weeks ago, I manage to work around the visibility issue of the hairworks component and after some performance optimization, the game can now render 24 additional hairworks components in the same scene with a smooth fade in and out feature.

    Have a relaxing weekend! >.0

    Leave a comment:


  • replied
    Hey~

    Thanks for the clarification!

    I didn't know people cannot access my article before authorization.

    Much is appreciated! =)

    Leave a comment:


  • replied
    For the watchers of this game out there: The article needs to be still authorized by IndieDB staff. So don't be confused, if you can't access it yet .

    Leave a comment:


  • replied

    Tentacle


    In this week's update, I wrote a short article about the challenges and the solution I came up with making this exotic enemy in the game - The Tentacle. I hope you enjoy reading it!

    Have a relaxing weekend~
    Last edited by rit; 09-20-2019, 11:29 PM.

    Leave a comment:


  • replied
    Just passing by to say I'm following your updates. Super cool!

    Leave a comment:


  • replied
    Scenery in《Drifting》

    Sea Corridor

    Sea Corridor
    (Click the image for higher resolution)

    A metal corridor built amidst the ocean. As with other alien structures, this massive corridor is built with barbed wire and metal plate, unlike other structures, however, there are dead bodies floating around the corner, something terrible must have happened to these alien invaders...but what could it be?

    Have a wonderful weekend~ >.0

    Leave a comment:


  • replied
    A glimpse of combat in 《Drifting》

    Energy Channeling

    Energy Channeling


    The source of the protagonist's ability stems from the exoskeleton arm she's wearing, by channeling energy through vacuum tubes down to her right hand, enables her the ability to emit highly condensed energy from her index finger.

    Have a relaxing weekend! ヽ(‘ ∇‘ )ノ

    Leave a comment:


  • replied
    Scenery in《Drifting》

    Tripwire revised

    Tripwire revised
    (Click the image for higher resolution)

    In the previous update, I talk about the functionality of tripwire. I like the interactions it adds to the gameplay, however, I felt the model doesn't align with the artistic style of the game. Here is the new model of the tripwire, instead of a scifi-fantasy look, it is now more mechanical and realistic (relatively speaking) and it blends in with the environment very well.

    Have a great weekend! =)

    Leave a comment:


  • replied
    A glimpse of combat in 《Drifting》

    Shooting

    shooting

    Shooting is the bread and butter for players as it not only serves as a direct way to deal damage to enemies, it is also the only way to change the player's momentum mid-air. Additionally, and probably most importantly, ALL ACTIONS CAN BE CANCELED through shooting: grabbing, hooking, throwing, dashing...etc.

    Needless to say, the depth of the combat system in 《Drifting》 relies heavily on how well the player utilizes the shooting mechanic.


    Have a wonderful weekend =)

    Leave a comment:


  • replied
    A glimpse of combat in 《Drifting》

    Directional Throws

    ledge jump


    Depending on the player's throw direction, animation will now have three different variations: left, right and forward directional throw animations. The idea is to enhance the game response to player control by indicating visually the direction players is aiming for.

    Have a wonderful weekend~ (。・∀・)ノ

    Leave a comment:


  • replied
    Hello everyone!

    In this week's update, I wrote a short article about the working pipeline and run-time effects I've done using Nvidia's Hairworks solution., I hope you enjoy reading it!

    hair baseline

    As a friendly reminder, since I am currently moving to a new apartment, I will not have internet access for a couple of days next week, hence, the updated content during 08/03~08/04 is canceled.

    Have a wonderful weekend! ヽ(‘ ∇‘ )ノ

    Leave a comment:

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