Don't forget that we have a discord server where a small community is being formed for those of you who want to follow the project in more depth, don't wait to join, news and progress will be coming!
https://t.co/p0xyuFNyCs
🚗🔒 New gameplay feature!
You won’t be able to exit your vehicle during combat — the doors lock automatically when taking damage. Third-person mode is reserved for when your car’s destroyed or for social moments at the start.
Keeping the focus on vehicular combat.
#Unity
🚗🔒 New gameplay feature!
You won’t be able to exit your vehicle during combat — the doors lock automatically when taking damage. Third-person mode is reserved for when your car’s destroyed or for social moments at the start.
Keeping the focus on vehicular combat.
#Unity
Well, I'm still not sure how to do the Battlefield for Showdown. I'm open to ideas. I just added a pink tree to make it look nice. Keep in mind that this is a mock-up for later creating an official model based on the idea. Now, regarding the code, I'm struggling to make a state machine to compare the movement of the normal character to when it's damaged. It's something I've never done before, but I'm trying to do it.
Here's a new Rearview preview now with seamless third-person vehicle gameplay integration!
Smooth camera transitions
No door animation (model lacks separate doors)
Character & vehicle use placeholder assets
#Unity#GameDev#IndieGame#IndieDev#CombatCar#Unity3D#IndieGameDev
It’s sad that no one will be able to experience the music, art and sounds coming together in Hytale, there are no other games like this. The talented builders, artists, composer and everyone else were truly the greatest creatives I have ever met. You would just wander in-game for hours immersed in this beautiful world that felt like home. The amount of content the game had was immense. And that was my experience 5+ years ago so imagine today 🤯
Everyone loses by not getting Hytale, there are no winners. Even those who are capitalizing to promote their games this week in the replies / other soc meds would have greatly learned from what was accomplished. A unique artistic experience that only a handful of people got the chance to be a part of.
I have tried ALL games like Minecraft / Hytale out there, all of them. None gave me the feeling of walking around in Hytale. No one has managed to merge art of all kinds like Hytale did. From art to engineering, coming together to create a beautiful world.
Wish there was something that could be done but it’s pretty much too late at this time.
Wow, I had a hard time researching this... It turns out that Unity is one of the most complicated engines for modding. Even games like Genshin Impact (which is developed in Unity) need external tools for modding to work properly.
But I managed to do it, and the best thing is that you don't need so much technical knowledge. Since I don't know how to rig, I had to look for ready-made skins in GameBanana. The key is to use AssetBundles, which are basically like pre-packaged prefabs that the game can read at runtime.
I was able to install them externally in the installation folder and managed to replace the Lucina model. Now I'm trying other things. Later on I will probably organize everything better, maybe by recolors or something similar.
This is definitely something to structure from the beginning to keep order in the project. I'm sure I'll need a small database that indexes the recolors to better organize the internal folders.
BUT IT WORKS, AND THAT'S THE IMPORTANT THING!
Most of you already know about the project. I just wanted to take this opportunity to say that I'm currently working alone on the development of Showdown mostly on the programming side, and I could use some help. If anyone is interested in joining the project as a concept artist, programmer, musician, modeler, animator or in any other area, you are more than welcome to fill out this form, thanks for the support as always!
https://t.co/Dh9vqo9h2a
Let's do it. The 𝗻𝗲𝘄 Version 1.0 update of The Akaneia Build is now available!
Get the latest update: https://t.co/LYhLynOf4r
▶️Watch the full reveal video: https://t.co/ayUlvZQFBS
🔽Check out the reveals in this thread.
Ok in the Modding section I want to make your life easier, so far I already know that you can put the custom skins to the game itself, now I have to come up with a way to make it easy to do it, here is an example (all Gamebanana Ultimate mod skins would be compatible practically), I had planned something where you only have to drag files to make it easier, surely you have to create the classic path "fighter/namechar" inside the game folder to replace a recolor or add an additional Slot with the custom Skin.
Here's a preview of the knockback and damage system. I've added some collision blocks with specific angles and damage values to help demonstrate how knockback works this time. While there are still a few things to refine, the system is functional. I’ve also implemented a raycast-based player detection system, which replaces the use of the Capsule Collider around the player. Instead, it now uses the individual colliders attached to each bone of the player model. And we also present a better HUD more in line with the aesthetics of Project Showdown.
Don't forget that we have a discord server where a small community is being formed for those of you who want to follow the project in more depth, don't wait to join, news and progress will be coming!
https://t.co/p0xyuFNyCs
Here I make a sample of how it would be the calculation to detect the edge of the platforms before activating the Grab, and also detection of the walls to stop it in case of Dash or Running, is using a Collider for detection of the character's floor, the attacks will not detect this Collider, each bone of the character will have its own colliders from which they can receive the damage so the capsule can only touch the ground.
This is a demonstration of what the Dojo stage from PlayStation All-Stars Battle Royale could look like, reimagined in a more Smash-style game. It's still just an experiment for now, but I plan to polish it further. I haven’t worked on the character’s attacks yet, since I want to finish refining all the basic movements first.
Oh yes, and the Dash was improved, it no longer looks like a raw speed burst.