Working through weapon development for @holospacegame. We’ve built a weapon design framework directly into the engine to streamline the creation of blasters. Here you can see the first-person view guide lines used to ensure each weapon feels consistent and plays well.
In Holospace, we want planets to feel truly massive—not just when you’re standing on the surface, but from high above as well.
We’re currently working on terrain rendering from the atmospheric perspective, allowing you to see the planet’s immense scale as you descend from orbit.