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Post by starkdev on Sept 24, 2018 14:02:24 GMT
Hello there wonderful people I hope you are all doing well and are in good health, we are a small game development team called ARbridge. We are currently working on two projects one of which is using the Invector template and we just got a first playable alpha version of the game which we are realy excited to show you! Shoutout to the Invector team for making such a great asset! Hellhounds is going to be released sometime around summer 2019.
Our WebsiteHave a nice day and take care!
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Post by Invector on Sept 24, 2018 14:25:45 GMT
This project looks great and definitely have potential! I would recommend: - Fine tuning with Shooter Animations (This really needs some work, I recommend uMotion) - More Enemy Behavior variations, different weapons, a different time to attack can make a huge difference. - Camera could use some smooth follow - Less chromatic aberration, this effect doesn't really work for normal situations, only special occasions like the character are on drugs or dreaming (this last recommendation is totally personal) Great job guys, thanks for posting! We always love to see what you guys are creating with the template
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Post by starkdev on Sept 24, 2018 14:58:18 GMT
Thanks a lot all feedback is greatly appreciated!!!
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Post by shadex on Oct 2, 2018 17:36:19 GMT
Hello there wonderful people I hope you are all doing well and are in good health, we are a small game development team called ARbridge. We are currently working on two projects one of which is using the Invector template and we just got a first playable alpha version of the game which we are realy excited to show you! Shoutout to the Invector team for making such a great asset! Hellhounds is going to be released sometime around summer 2019. Have a nice day and take care! Looks great! Reminds me of "The Surge" with guns. Combat looks fun and very smooth. Good job!
If i may throw out a few suggestions....
Put a distortion particle effect on the Melee Weapon Effects. It will remove the pixelation and give it a smokey effect, without having to switch the particle effect to world space.
For easy enemy attack verity, make a simple StateMachineBehavior that sets a randomAttack parameter, and assign the parameter as a condition on the AI's attack (RandomAttack = 1, WeakAttack (trigger)) etc. Put it on the state that holds all your attacks. Each time your enemy chooses to attack, it will pick a random attack or combo. I've used a weighted randomAttack for special attacks.
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Post by starkdev on Oct 5, 2018 9:38:34 GMT
Wow great idea thanks a lot bro!!! :D
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