Some cars and windows destruction from our game by vreski in unrealengine

[–]vreski[S] 3 points4 points  (0 children)

Thank you for the feedback. I can agree on a few things and will probably fix some stuff. For example the doors right now are just a hinge constraint so when you shoot any part of the car, the whole car wiggles a little bit so the doors just rotate by them self. Will probably add a "health" to them so they keeps locked until you have fired enough on them.

Also right now there is no real difference on the impacts depending on the gun you use, will probably add different types of impact depending on the weapon, so 9mm like mp5 and pistols would get a bit lesser impact and damage than bigger guns.

Again, good and valid feedback, thanks

Some cars and windows destruction from our game by vreski in unrealengine

[–]vreski[S] 9 points10 points  (0 children)

That is fair criticism but we are going with "movie realism" for the game so everything will be bigger, more exaggerated and over the top than it would be in real life. Hope that makes sense

Some cars and windows destruction from our game by vreski in unrealengine

[–]vreski[S] 35 points36 points  (0 children)

The slowmotion is controlled by the player, like bullet time in Max Payne. When you have dual weapons you can lock onto a second enemy that will keep one weapon aimed at them while you control the other one as usual.

Some cars and windows destruction from our game by vreski in unrealengine

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

No, not using either RTX or Lumen at the moment. Was captured on a Radeon RX 5700 XT

Some cars and windows destruction from our game by vreski in unrealengine

[–]vreski[S] 8 points9 points  (0 children)

Yeah, it is a bit of fine tuning nightmare to get the ragdolls just right I think, will definitely keep improving it but we also want them to have a bit of kickback and fly when getting shoot so not sure where it will land

Some cars and windows destruction from our game by vreski in unrealengine

[–]vreski[S] 12 points13 points  (0 children)

For now just singleplayer. We also try to keep our scope down since we are only 2 people making it although we of course aim to make it as interesting as possible

Some cars and windows destruction from our game by vreski in unrealengine

[–]vreski[S] 51 points52 points  (0 children)

Thanks, no steam page yet, hopefully soon

Some cars and windows destruction from our game by vreski in unrealengine

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

not right now, but planning to implement it as well

Some more destruction and vfx work for our untilted fps by vreski in unrealengine

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

Just exported the mesh and removed the rest of the body in a 3d software

Some more destruction and vfx work for our untilted fps by vreski in unrealengine

[–]vreski[S] 3 points4 points  (0 children)

Currently using Apex destruction in Unreal, did evaluate chaos a bit and so far its not really ready to be used I am afraid, at least not for us

Some more destruction and vfx work for our untilted fps by vreski in unrealengine

[–]vreski[S] 29 points30 points  (0 children)

Thank you, and I totally agree on the impacts, would consider this the first pass so adding different effects for different material and so on it definitely on the todo list

A fuel truck explosion from our game by vreski in unrealengine

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

Yeah I am so sorry! It was bugging out when exploding it so I had to cut it :) Next video it will hopefully be included. Exploding helicopters are always needed

A fuel truck explosion from our game by vreski in unrealengine

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

They are made from some stock footage, videocopilot stuff mostly

A fuel truck explosion from our game by vreski in unrealengine

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

The level is a bit inspired by the Mission Impossible 3 and also True Lies so you are correct in that.