got health and other systems working!
Thank you Macoll and Ulls for checking out our project and your support. We’re working hard in order to make this one of the best combat games ever!
Today’s update: We implemented logic to handle team data involving characters, buildings, spawns points, and more. The idea is to be able to have a class that can distinguish which team a player is on and what dynamically created assets belong to which team. This is of course just a foundation on which we will build our team systems on.
The Fog of system now dynamically updates maps: This means you can open the map, walk around in the world, and the map will automatically show the areas you discover. Furthermore, the map now shows objects of interest, such as allies (green balls), and your own position (yellow ball).
Here’re our latest updates to Our Ghosts of on our Perforce version control. Expect such updates for the foreseeable future.
“Test Pawn and Test GameMode for tests”
Makes sense
work!
Gorgeous looking game. Love the amount of detail you all are putting into it.
The plan for the first week of November is to get all the systems completed over the last month together in a single build and see what kind of problems crop up. The feeling is that independently these systems will work by themselves. Put them together and things will start to break. Will keep you updated.
World of Tanks style spotting system is now in development.
How often do you plan on having the player be required to eat/drink before taking damage? Also 5 seconds underwater before drowning seems a bit short since you can hold your breath longer than that.
OGoW Movement Animation Set
OGoW Groin Shot Animation Set + More
Character Clothings System
Tank Firing VFX
Eat/Drink isn’t something we intend to rely on as something you do 95% of the time. Not that kind of game. Something like 3-5 hours.
Regarding being underwater and drowing - that’s just to test that our systems work.
This is shaping up nicely, cant wait!
Our VFX artist has turned in this particle and I’m keep tweaking the settings yet to make it more suitable for the art direction I’m taking on the game. Might be too bright. What do you think?
Stunning graphics but I think the muzzleflash is a bit too extensive :P?