@VirtuesOfSin Having zero ranged options forces you to master mobility and timing, but landing that clean, high-speed slash as you pass through an enemy is easily one of the most satisfying feelings in mech combat.
@knuckleshr As much as I'd love to take your money, this remains a strictly non-commercial R&D project (copyrights are a real beast!), so no wallets or sacrifices needed!
@ChrisBolde43328 Haha man, I feel your passion loud and clear!! I know it's frustrating that you can't play it, but like I've mentioned, this is strictly a personal R&D/learning project with copyrighted IP, so I really can't release or commercialize it.
@Red_LupinV hank you so much! I’m really glad the details caught your eye!
To answer your question: it wasn't 3D scanned or auto-generated—I actually built and hard-surface modeled it by hand in DCC Maya before bringing it into Unreal Engine 5.
@Grin457x21 Big congrats to the Dinoblade team on their release
For me, though, this is strictly a personal learning project with Zoids.
But hey, if I ever were to make a full standalone game someday, I'd definitely have to design my own original quad-mech from scratch.
@Gameplay_Games_ totally right, that’s much closer to the smooth gameplay feel I want.
Like you suggested, I’m moving on to testing a Post-Process (Custom Depth) setup next.
@Alagon_Quo@deviljr4 The small bubble effect does feel a bit weird around the edges due to depth and temporal blur issues.
or a Custom Depth post-process fade.