Çok sayıda GPT-6 Astra paylaşımı gördükten sonra ben de bir şeyler denemek istedim. Kış temalı hayatta kalma oyunu.
Planlama ve Kod: Fable 5.1
3D Modelleme & Blender: GPT-6 Astra. Bazı yerlerde @MeshyAI
Son olarak @godotengine
Nasıl göründüğüne dair kısa bir demo:
Im working on an electricity system where materials are conductive, in this clip you'll see a couple pins which are meant to massive nails from a tool called the impaler, the pins when aimed at the limbs can pin enemies to the wall/floor
So I thought of adding IK to the actual attacks and it really improves the overall animation, now an IK solver runs on top of the animation dragging the fist and the head to turn toward the players "head"
@minitbnn ECS mostly exists for how you structure a game, not just for performance. Looking Glass was already using this approach in Thief because it made it easier to build the game around composition without having everything tied to a class hierarchy
Decided to step away from commercial engines, I'm now rebuilding EXMortalis in a custom engine using Odin and Sokol, this is what I have so far for the renderer
None of you guys were ready for @PlayHighguard and it's sad. The game's learning curve for introducing Mount play into FPS/ looting/ controlling POI's/ rotations/ base raiding with team play and strategy was just too much for the casual player. Highguard was never a bad game and I'm not saying it's the greatest; it was just too hard for people to understand. Hard games just cannot survive in this slop market and we'll never have a new competitive FPS that features new mechanics into the genre for many more years to come.
This is one of the biggest lies in gamedev.
You need almost all the components of the game to properly understand how entertaining a game is. It’s extremely hard to evaluate a game just based on greyboxing