its a plastic cup. does it have 80 pages worth of lore or something??
Currently working on the prototype of a completely unique fighting game. It has more complex mechanics and already known ones like blocking work different here. I’ll upload some content on devforum and youtube when the prototype is finished
Currently working on a western game called Duel , ive been working on it for the past 4 months and yet till now its 60% completed
Here are a few screenshots
Im trying to add lore to the game
Get matpat on this, IMMEDIATELY!!!
Haha , Ngl The lore of my project is around 20 chapters long
It might take years to decode some parts
Forgotten if I already posted anything about it here, but I’m working on my own on a Cyan Worlds-style puzzle game which I haven’t properly decided a name for yet
The monorail track uses a B-Spline and and EditableMesh and the camera grain uses an EditableImage, also there lots of post processing effects and other stuff
edit: welp, that’s the quickest like I’ve had on any of my posts I think XD
new loading ui animation for a game I’m working on
feedback needed!
update: closing added
Ooohhh very nice! One thing I should say is that it’s more of an ‘opening cutscene’ than a loading screen as you can see everything loading in plain sight before it actually starts, and making an actual 3D loading screen would probably be very difficult. In terms of the screen itself, The animations both on the player and the UI are very good, and the music fits very nicely!
It was done purposeful so I can see it.
game has been out for a while
Got back to one of my first games ZOOtopia and started to revamp the experience with whole new city layout , buildings, props. The ZOO will be revamped also with new animals modeled in Blender opposed to these made in Studio.
If you visit it, be kind and give feedback. Thanks!
Surface Droplets Simulation
A little effect meant to be used on windows when it’s raining
- Affected by the part’s velocity
- Sways along surface
- Each droplet can have specific forces
- Optimized with distance based stepping, dynamic prioritization, and more
Here’s a little test place to showcase the system
- Moving vehicle
- Other surfaces + hose sprinkling some cool-aid
Screenshot (videos are a little too compressed, oops)
In the future I’d like to add more optimizations like frustum culling and potentially multithreading, but for now it runs pretty well, and can always be toggleable in the player’s settings. Besides, this was another projects that wasn’t meant to be too much, but I got carried away with and spent more time on than I probably should have .
been pondering for a visual idea for a speed item… finally settled on one
I’m currently working on the fourth remake of my game, Dutch Transport Simulator!
It all started in 2022, when I created a game which was supposed to be a train simulator. The only thing was the trains weren’t drivable. After that I decided to remake it, and it evolved from a Temu train simulator, to a somewhat okay bus simulator, to this! Definetely not as good as some simulators, but it could be worse.
Anyways, here’s the progress!