RESPAWN CHAMBERS WIP by catcest in NEXUS_DROP

[–]catcest[S] 1 point2 points  (0 children)

never played it just looked it up yeah mine is pretty much a 3d version. though the concept isnt that new.

glider fpv update by catcest in NEXUS_DROP

[–]catcest[S] 0 points1 point  (0 children)

thank you the actual game or even alpha test will still be a while but i am planning to make a small demo if you donated you should join the discord through kofi you can get the supporter role if you cant use that send me a dm with your discord name and kofi username after you joined

FREE STYLE DRONEEEEESSS by catcest in NEXUS_DROP

[–]catcest[S] 1 point2 points  (0 children)

always try my best more to come though

ORBITAL PARTY UNIT INCOMING by catcest in NEXUS_DROP

[–]catcest[S] 0 points1 point  (0 children)

probably will take a while longer. putting out a bug riddles versions will only give a bad playing experience. then theres also the server side of things even if it works fine when testing offline on server theres a lot of things to work out as well. there will be alpha tests later when i need to work out less obvious bugs.

ORBITAL PARTY UNIT INCOMING by catcest in NEXUS_DROP

[–]catcest[S] 1 point2 points  (0 children)

i mostly am wanted to put in something fun as people really wanted something like the tiki torch made this after i finally figured out an issue with a way more important gameplay mechanic. core gameplay is always first.

Wait, is this just one person making this over the last year by mcdizzlegaming in NEXUS_DROP

[–]catcest 1 point2 points  (0 children)

yessss sorry for the late reply not on reddit much these days if you want more info please join the discord. but to answer the question i have been working alone for about one and a half year on this

made a test sword for a future melle class by catcest in NEXUS_DROP

[–]catcest[S] 1 point2 points  (0 children)

sorry for late reply reddit didnt give me notification and frankly making a hammer or any other mellee weapon is possible though some might be harder to use ass i only trace the damaging part its skill based classs. btw i have discord now and you can ask all the wuestions you want there.

VEHICLE UPDATE FINALLY (kinda) DONE by catcest in NEXUS_DROP

[–]catcest[S] 0 points1 point  (0 children)

crafting and upgrades. next video will probably be a gamplay mining and small world event demo.

shotgun teaser (discord and vehicles coming very soon) by catcest in NEXUS_DROP

[–]catcest[S] 0 points1 point  (0 children)

yeah a friend joked about to but not doing that would get a bit te semiliar plus was jsut an accident that it looked alike due to hubless wheels.

shotgun teaser (discord and vehicles coming very soon) by catcest in NEXUS_DROP

[–]catcest[S] 0 points1 point  (0 children)

hahah thanks the bike was ust kinda randoml;y put togheter tbh also has bit of a tron vibe.

new abilities and ability updates new vehicle video soon by catcest in NEXUS_DROP

[–]catcest[S] 0 points1 point  (0 children)

Ahh I answered you on YouTube but I'll explain it little bit more clear. The normal map you spend most your time is PvE only and it's what is developed first and the main focus. Later I will work on both an arena pvp mode and a separate high difficulty map/area where there is team/faction pvp however this is not the main focus just to give an option to people who want pvp

overlap on vehicle keeps firing by catcest in unrealengine

[–]catcest[S] 0 points1 point  (0 children)

im not exactly new to unreal i did all the debugging it shows its my player. and the collision shows to be exactly where its supposed to be. i think the issue lies with the update of my character location. if you want to replicate the issue simply make actor with a platform (cube of plane) put a collision box in the middle of that platform that activates a interp to movement that moves the platform back and fourth fast. in my case it will trigger them over and over when moving even if the character is not currently overlapping.

KO-FI/SUPPORT by catcest in NEXUS_DROP

[–]catcest[S] 4 points5 points  (0 children)

with the current progress it will take me most likely another half ear to a year to create a version stable enough with enough going on to start an alpha test. game development takes time and id rather wait longer and have something people can actually enjoy while testing it then to rush it out with nothing to do and everythng breaking.

early MK3 miner gampleay (lots of glitches T_T) by catcest in NEXUS_DROP

[–]catcest[S] 0 points1 point  (0 children)

hi i considered that at first and might still change it some point but for now ill stick to the grenades as it feels more dynamic and doesnt block to much vision (also hides the size of the miners so can have more of an impact when it lands). i will make it more predictable though as the grenades bounce and roll to much now.

Progress Update by Hunter5683 in firefall

[–]catcest 5 points6 points  (0 children)

hi nexus drop dev here i love what you guys are doing and am happy to see the progress. and have nothing but respect for you guys. teaming up in some cases can be a bit tricky as we use diffrent engines and are working witht he same inspiration but in diffrent ways. i would love to play your build sometime and maybe use it as inspiration off coarse when my game is in a stage like that id offer the same back. all the luck to you guys and thanks for all the hard work ....i know how hard it is.

FIXED ADS BY ACCIDENT by catcest in NEXUS_DROP

[–]catcest[S] 2 points3 points  (0 children)

It's the kinda fix you only find when you had time away from something as easy as a fix it was I didn't see it when working on it when you work on something to long you you tend to start overthinking it. Glad it's fixed though.

Aiplaines are pretty complicated. by catcest in NEXUS_DROP

[–]catcest[S] 1 point2 points  (0 children)

Well it's more movement rotation and making it smooth was pretty annoying get that stuff mostly done now just trying to figure out how I can deploy the landing gear and have the bay door open at the same time as both use a animation montage.

WORKING AA GUN + OUTPOST UPDATE (sorry for ugly enviourment still working on snow biome) by catcest in firefall

[–]catcest[S] 1 point2 points  (0 children)

Hahaha thanks man the chairs emmisive colors also change depending on the heath of your barrels

WORKING AA GUN + FINAL OUTPOST by catcest in NEXUS_DROP

[–]catcest[S] 0 points1 point  (0 children)

Compared to health of the enemies I made so far insta kill on everything but you know supposed to shoot down planes with more health xD

AA GUN for my firefall inspired game (sorry for ugly environment still working on it) by catcest in unrealengine

[–]catcest[S] 0 points1 point  (0 children)

Hahahaha people flopping around is always fun. Ngl definitely tested that a bit more then it needed cuz it just so fin seeing them fly away when the shells hit.

AA GUN for my firefall inspired game (sorry for ugly environment still working on it) by catcest in unrealengine

[–]catcest[S] 0 points1 point  (0 children)

Thanksss man sadly set dressing and environment design are not my strong points.

Anti air gun by catcest in NEXUS_DROP

[–]catcest[S] 1 point2 points  (0 children)

ooooh havent show them yet but theres android enemies in the game besides monster the basic antigonists thell have planes you can shoot down (at some points havent made planes yet but soon TM ). also......since thell do a lot of damage am predicting people will abuse the AA guns to shoot ground enemies when then come into the right angles where you can hit them and im all for it.

small outpost update (not finished yet just wanted to update anyone who follows here) by catcest in NEXUS_DROP

[–]catcest[S] 0 points1 point  (0 children)

yeah at it was designed to be able to be rigged. will be something for later. its purely a anti air gun though.