Looking amazing, sign me up for any testing please!
We’re going to be pretty liberal in allowing people to help us test this. If you’re interested shoot over a PM and we’ll get you added to a list. The more, the merrier.
I’d love to test it too!
If it’s possible, could you give us a little sneak peek on the soldiers’ uniforms?
This looks really amazing, keep up the good work guys. Are you guys still available for freelance work? particularly for foliage
Change Log - Alpha 0.5.1.1364
- Artillery Strike now lerps across the sky, dropping a missile halfway through it’s traversal.
- Artillery strikes and airdrops now work in multiplayer games.
- Killing a player now gives XP.
- Hierarchy for vehicles has been created. Both the artillery strikes and airdrops are now classified as air vehicles.
- Airdrops and artillery strikes now approach from a random direction in game.,
- Missile and landmine art has been replaced with better quality are suitable for vertical slice.
- Investigation of a character clothing customization system complete. Implementation to begin shortly.
- Begun work on implementing destructible environments.
- General code/blueprint cleanup and optimizations.
- Created Night Vision System. Click 5 as player to toggle on / off.
- Updated AICharacter to glow when the player has Night Vision active (hit 5 to toggle).
- Created an EmmisiveHeat material to apply to things that should glow when Night Vision is active.
- Fixed a bug with the Camera Shake System. Added comments.
- Re-spawned an enemy AI in the environment to demonstrate him glowing when Night Vision is active.
- Cleaned up Zoom logic. Added comments throughout.
- Defined core assumptions to constrain class design
- Created 8 core classes that represent 8 varied combat playstyles
- Created a Simplified Status Effect Table with the core status effects necessary to core gameplay
- Drew a Class-Relation Diagram to visually illustrate where each class exists in the greater concept of combat
- General code/blueprint cleanup and optimizations
What is this game about? Survival is mentioned in some of the posts and pics but anything more? Maybe write a short summary on the first post?
The artist doing foliage for *Our Ghosts of * is someone who joined the team after we showed them our private non-public progress. He was amazed at what he saw and quickly cut a deal with us to get himself involved. I could check if he wants to do freelance but he barely had the time to fit us in so I have my doubts.
We’ll do more in-depth reveals regarding the project, scope, and gameplay as we have more to show. We’re working hard to make sure we don’t promise more than we can deliver. So far it’s looking good though.
OMG, so good… How is it done? Speedtree or custom?
It’s custom.
Looks like DFAO is enabled… What is about performance?
Performance is great on one hand. On the other, this is being tested on a small isolated map to quickly do color and atmosphere tests instead of the big 400km2 map. We’re trying to figure out how many pieces of foliage we’ll need for release. This is just step one of that process.