I go over what is currently in this build of the game and talk about its overall design and what I intend to do next. This is a super early build of the game that mostly just shows a proof of concept at this point.
Follow this link for the Steemit post where you can download the Demo
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Project Stray - Update On Fast Travel And Crafting Systems
I talk about the blueprints I used to create the crafting and teleport systems recently added to the game. Project Stray has come a pretty long way since last week.
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I fixed a couple of major bugs from last week! I also made some minor changes to things like the double barrel shotgun to make it more like the Doom 2 double barrel shotgun.
Then I go on to ask a question, what do you think of setting the precedent for developing a core game with no graphics or sound as a design document? I actually wonder if its possible to go this route and pull it off.
Blueprint Breakdown - Progress Tags
I breakdown the entire progress tag system while I show in detail what caused a major bug in the previous build. I also explain how I fixed that major bug.
Download a Playable version here :
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Project Stray - A Possible Art Direction MagicaVoxel
I talk about the future prospects of art directions I can take things. I am still on the fence about most of this currently. But any suggestions would be welcome!
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I am now getting my hands dirty with a voxel art pipeline! The voxel art is working on to be a really great thing. Its fast and its fairly easy to get cool looking stuff into Unreal 4.
I plan to do a response video to all of the comments later today as well!
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I have nearly full functionality now for weapon view models. This is the gun you see at the bottom of the screen in first person shooters. It took one day of effort to get to this point!
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