For sure! I just finished packaging the demo last night! I am going to do more play testing on it make sure everything is fine and then I will announce it in the game’s official Discord channel. you’re are more than welcomed to join or have a chat at anytime. Discord Sever: ART IS RIFLE
This is Amazing and Original. Love It!
Thank you for sharing this exciting news with me! I appreciate your update and look forward to experiencing “Art is Rifle.” I know this demo will be a blast!
Thank you \m/
ART IS RIFLE - Post-Processing effect changes by controller Input
I don’t get much time but I like to work on landscapes, specifically cramming what I can into a heightmesh:
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Right now there are a pair of slope-masked paths, a minerals path for rock/stoney/dirt and a veggie path for, well, grass1, and grass2 for now (lol). I have bandwidth to add a few more alpha-progressions for something like a paintable, randomized tile-path that sticks up into the world like something you might get from PCG or a BP-spline/mesh-painter, but in the single material.
Updates to the automaterial, I totally had my AO maths borked… Some additions with snow and performance.
Works well with Ultra Dynamic Sky, getting ~90fps with volumetric clouds at 4k (RTX 2600)
These landscapes look gorgeous! @Frenetic It’s wild to think you’re getting around a stable 90 fps at 4k on an RTX 2060 with a stunning backdrop view like that.
Thank you! Self-taught, but many years… Just chuffed I can make anything at all… This is still 4.26 as well. Works Just as well in 5.2 w/o Lumen, otherwise FPS is halved…ugh.
I will cop that this does also use either TemporalUpsampling or DLSS. Native unreal, no ehancements, it’s ~75fps; those volumetric clouds eat your cycles… Fall back to Ultra Dynamic Sky’s 2d dynamic, and your ~100.
However, owing to that I am using Temporal effects, you can only use the lowest setting on upsampling else you get shimmering artifacts, so (about) 90 fps, but yea, still cycles to burn!
EDIT: a little tweaking and playing around I got it to work well with DLSS Quality level 4 (r.NGX.DLSS.Quality 4). 135fps! No shimmering, and it even looks a bit sharper in the distance as if there is a mip-bias towards quality… And I know, pic or didn’t happen:
The picture doesn’t lie, a solid 135fps!
I am curious to know how long you have been self-taught in developing environments and landscapes, precisely how many years. Your screenshots demonstrate a significant level of expertise in your craft.
Hello Zezkaii,
Thank you for the compliment!
~3.5 years, off and on. Full-time job, kids, and the like so I poke at it when I can. LOTS of videos, reading and integrating different techniques from different teachers.
Making mobile game, kinda digger type, took me some time to make random generated dungeons to work. Now starting on traps, enemyes and main char. When I started it, I thought it will be 3d ( main char is 3d already) but as a solo hobby developer, I find out that its faster to make sprites from renders, and use it instead of making UVS textures and so on.
Hey there @Abuzhis ! Welcome back to posting with us here on the forums!
I’m very curious about this little game as it looks like something I could sit and play for hours. What’s the general premise and journey of the game at this time?
Sharing some new screenshots🙂
Insights into the development here: Smelogs Playground - Showcase
Website: SMELOGS PLAYGROUND
Meedz Kasbaa |
5 Cinematic THIS SMALL EXPERIENCE IS CREATED FOR LEARNING PURPOSES. FULLY BUILT, ANIMATED, FILMED, AND RENDERED INSIDE UNREAL ENGINE
CounterStrike called; they want their map back
Glad you liked it , at least screenshot :D. Nothing is final in my head, main idea is to make random generated dungeons, around 4 themes of them with different enemyes, traps and so on. Something Similar to SPELUNKI game if you know it.
Grateful for your feedback, the level got the vibe for sure
ExORION Survivor is a Multiplayer Sci-Fi Hyper-Cinematic Shooter (XPS). A Story of Futuristic Alien Invasion featuring Kaiju with Horror Elements.