UPDATE 2
Codename Scarlet Demo Update 2
The game demo has had a small update to the test level.
Some minor tweaks and testing of the ability to pick up physics objects.
I am slowing working towards a full demo release when all features are complete.
https://t.co/ZszDpVu6xj
We've got a new FP view model! I've spent the last week, modeling, rigging the skeleton, and creating the control rig for animation. Follow my personal account for more updates.
Here is in early version of the FPS Arms.
Shout out to Scribbletoad on Sketchfab for their low-poly hand model, I used that as a base to model the arms and tweaked the hands in order to get a smooth bend at the fingers.
The arms and hands were rigged with Rigify in blender.
Currently when interacting with double doors, it will only open one of the doors. Should it be kept this way for realism or should it open both doors?
#survivalhorror#IndieGameDev#UnrealEngine5
Not sure if people care about this kind of stuff, this is my Blueprint Graph to handle weapon logic on the character. This is mostly handing player input and un/equipping the weapon. There is another master BP that handles all other weapon logic. #Unreal#gamedevelopment
I know I haven't posted in a while, I'm working on the game I promise. Most it's been planning, this is a Work in Progress map of the town. Locations are coming along and I need suggestions for the circled area below.
Setting: December, 1999. A small Pacific Mountain town.
New posts and updates will be be done on my personal account for the foreseeable future. Please follow there and once I have a larger sizeable update, I will post it here.
Slowly making progress in blender, I'm learning how to put together animations.
The arms rig is from RGI121 on CGtrader, flashlight model was made by me.
Hey! Another update!
Still working on learning blender, haven't had a whole lot of time recently but I did want to share one of the models I've been working on. UV and Texturing is quite difficult to get looking good, I would still appreciate any tips or recommendations.
Hey guys! Sorry its been quiet this year, I've been taking blender a little bit more seriously. So far progress is coming along well, I still need to learn how to texture my models.
I am learning blender and will be working on giving the game a more definite visual identity. I hope to have more progress soon, once I get more assets made there will be a lot more updates.
Thank you so much to everyone who is following this project, Happy New Years Everyone!
Hey Everyone!
I know its been a long time, unfortunately the demo wont be out any time soon. It's been rough last couple months for me personally, but things are starting to get better.
I am learning blender to make my own assets. Here is a sneak peak of the light fixtures. 1/2
I’ve been working on more player experience systems and bringing the UI all together with a cohesive look. I’ll try to post more coming up soon, but my current expectation is to get an updated tech demo out by the end of the year.
Hey guys! I’m sorry I’ve been quiet for a while, I sort of went on a long break due to some personal things. Thankfully I have had some time the last few days to get back into working on the game. I’m gearing up to get features ready for a tech demo. 1/2
Hello everyone!
I know it's been some time since my last post, between work and finding time to work on the game, I've been trying to make some progress. Lately I've been doing a lot of research on lighting and optimization. This scene has been lit using stationary lighting 1/2
I know I haven’t spoken much about the story or setting, but just know that I’ve made a really good breakthrough on the story recently and can’t wait to show off more of it down the road. First, I’d like to get the main gameplay loop finished.
I’ve ported the inventory system and note system into the main project now. Integration to replace the previous system was as seamless as I had hoped it would be. Im going to be working on the character a little bit more and interactions as well.
So far, interactions will need a new solution but should work very similarly to the previous method. Character input has been cleaned up and a fresh look for the FPS view is planned to reflect the final iteration of the character.