What are you working on currently? (2019)

Currently roaming around my hidden projects, we’ll see how they turn out after Easter… maybe.

:thinking:

NS 2000, an American war-time locomotive bought by the Dutch railways after the war.

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I am working on a game similar to Jailbreak but has lots of differences and I think it is a pretty good game so far.

Screenshot of a robbery

I’ve been delving deep into the world of motor6d transformations… Still have a long way to go but i’m doing far better than I thought I would. (Gif is far choppier than it is in game)

Now working on walking, running and aiming ‘animations’

https://i.gyazo.com/5b05f7b55e13c7ffef9e8c36c0344a42.mp4

I am currently working on a few games this year(2019).
I’m currently working on:

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Combining meshparts and textures, I have created a fairly convincing Zimmerit effect on armored vehicles

working on a Historical gamemode, pretty much exactly like WarThunder’s simulator battles… kinda hard to show it off here, but i’ll do a proper video when it comes out

I’m also planning to work on Skies of War again, this time putting a bit more TLC into the models and textures, for a more stylized look.


support struts are going to be added post,
also, cockpit (pls lily don’t) models can be improved greatly now with the advent of ViewportFrames

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That plane texture is looking good, lots of detail in the front there… but lacking on the wings and everywhere else. Still a WIP I presume? Either way its look great.


As for myself I’m working on 4 projects at once, oh boy. But will have somethings to share in the coming weeks.

NS 2530, a Dutch diesel locomotive. It was painted pink on the president director’s wife request.

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I’ve been working a bit on my website. It currently has a blog, forum, and working marketplace where users can list items for sale.

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Finishing up the private alpha test on my new game, going to be opening it to beta paid access fairly soon, this month. It’s a tycoon game. Everything here is player placed

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Pinned until 01-01-2020

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Nice website, but can you move the “Add offer” button to the left so it won’t be covered up as seen in this image?

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Oh, mk, good idea

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I spent some time on this showcase, currently in the works.
Working on the interior as well :slight_smile:

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Work on my new Tycoon game. You’ll be able to customize your ceilings and walls as you see fit. Turns out stores irl have a lot of neat ceiling designs to choose from

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Got hired by Weeve and his bro to design some monsters for their game, I like the Tank the most mob so I gave it a proper rendering which can be found here:

Also see my reply to the post to see a breakdown of its modeling process.

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I’ve been going through all my foundation blocks and starting to create the first draft framework for Brutal. Legit this time. Its even got mechanics intertwined correctly too. I’m keeping everything modular so that it’ll be easier to expand upon and easier to bug fix!
I’m rewriting what I’ve had previously because, as pointed out to me at RDC, modules are client-sided. Not per-require. I spent 2 years believing this, and at RDC suggested after a panel to have modules updated to behave exactly like they already do.

In the video;

  • Custom camera w/delta correction (we aren’t tied to framerates! woohoo)
  • Custom character controller
    • Retro FPS movement style
    • Collisions a mix of movers/cframe.
  • Lightweight entity system
    • Easy to add additional types of entities into
    • low cost
    • Makes levels incredibly interactive! You’ll start with a clean arena and end with chaos!
      • (Possible Cleaning Simulator 2 level creator via gameplay)
  • A GameTime that, when altered, changes how fast the controllable-game moves.
    • Currently works with the Player’s Controller and Sounds
    • Will be able to use this for additional features, e.g. projectiles and NPC calculations
  • A Super Shotgun.
    • Super.
    • Shotgun.
    • Doesn’t do anything yet tho.

I’d really love to be able to make particles and phsyics objects work via GameTime; However the only way I can change already emitted particles would be to write my own particle system, as with physics objects.
Wihile the particle system is within reason, writing a new physics collider around making this work seems too far a stretch, despite it being the best way to sell this effect.

If you want to test it out, give it a whirl!

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I am now finishing a model for a game of mythology

minotaur_v3

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Lost your reply too quickly major big no I don’t use Audacity to make them. I use actual keyboard with MIDI but recorded it over line-out into laptop and I use audacity to do so. Most of those songs was me bashing away on the keyboard or recording them. I’m not a professional audio person - I just do it for fun.

Tetris - but I play it so badly that it sorta sounds right?


Abba - but it’s an secret mission

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Woah is that a “Minotaur” from Greek Mythology? I love it so much, but I am just wondering how long did it take you to modelize the whole body and make textures?