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Here's some screenshots of our upcoming multiplayer sci-fi horror game 'Disinfection'. I'm working on this together with my girlfriend It features a fully procedural (random) level generator which is being eaten away in real-time by an infection. I also wrote lots of custom shaders from scratch for thi.s Such as a better PBR implementation that works well with the GI nodes in LeadWerks, as well as post FX such as anamorphic bloom and lens effects. Also effects for the infection and the monster. Most of it is still very early WIP, but the game is playable and we're hoping to release the game in Steam Early-Access sometime in April.
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Been working on a couple projects lately, This is from one of our older RPG's. Credits to Rick on coaching us for inventory (over a year ago), and Jorn for always answering our questions as well and his tutorials, especially on youtube, and Josh as well, and many others around the forums and private chat. -- Inventory System, 90% functioning. Diablo2-style (items can be moved, created--pickedup--, released--dropped--) - just need to work on stacking, and overlap issues. -- Fully Functioning HUD including working scripts for, just took off some image overlay temporary for redesign: Health Bars Mana Bars Thirst, Hunger, Sleep, Temperature, and even Mood/Karma system EXP Bars, level display -- Fully Functioning Level System, including stats, primary/secondary skills, that control everything from skills for items, stats, and every value possible. All stat allocations for leveling up works perfectly, just need to duplicate the text and button scripts for overlay. (codes all finished finally, but many weeks of work left for graphics and proper text - overlay work - ), but it fully works. Also about 20% done the character tab, one of the next things we'll be working on is putting this together along side the inventory system. We're also dabbing into scripted quests with NPC's, so far so good, had to abandon the Flowgraph editor after it couldn't hold more than 1/10th of a quest.
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