Die to Survive - Railshooter

Bosses are a must for sure. I would assume they a bigger, faster, have special attacks, and multiple Weak points to destroy.

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Yes they are indeed, the normal levels are just to enjoy the dismembering and fun brutal kills of all enemies.
I play a lot of this games and seen enough boss fights to have an idea how to do it.
The biggest problem i run into while testing is the movement. Normally i use a spline for movement and to the controls and trigger events like spawning and such with the attached event manager.
But this does not work very well, guess i need to do more “move to” and create a new event manager for this fights.
At them moment still testing.

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Gore update.

I basicly recreated the gore system again. No more use of attaching gore models (beside nanite headshot models) or using of masks for flesh rip-off.
I did a test with blendshapes that turn out to be more effective.
Does not look as good but i guess it is more than enough to be used as i never was aiming a photorealistic setting.
As SK_Nanite meshes still do not support blendshapes or skinweight changes at runtime i needed to reduce the poly count to use normal models.

Here is a vid with fully randomized enemies.

  • Only 1 base model is used
  • RND dirt, RND blood, RND Hair models (and color), RND cloth color, RND cloth damage
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And this is how all combined looks with gameplay at the moment.

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Seems like i finnaly found the a good mix with usage of blendshapes, masking and skinweight to have a gore-system in place that is easy and fast to use.

A last playtest version very soon and i can FINNALY after a long time start to finalize the game systems.

I just started working very close together with the developers of Blamcon Lightguns to have the game fully suport a first lightgun.

  • Recoil
  • Rumble
  • LED ammo display and more
    Great guys to work with. There will also be soon an plugin for UE available that supports this.