What are you working on currently?

no, it’s not buckshot roulette, i made the chairs low quality intentionally

Working on a little game which probably wont see public release but I will mention anyway.

I do have a little lighting preview for it but its just an empty baseplate so far. It is going to have some features that make you think off those City RP games but its not going to be an Roleplay game at least not intentionally.

Lighting preview for GTL.

Slapped together some procedural viewmodel recoil using a Spring and Shake. Currently the entire viewmodel shakes but I’m probably going to change it so the shake only applies to the gun.

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improved the selection menu

you can go here for higher quality video

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newlclosure (not leak full here :D)

I keep bouncing from project to project and idea to idea and I can’t sit still on one thing.
So my last two games flopped after I put an exorbitant amount of effort into them but I’m REALLY hoping I can stick to this one.

I’m working on a UMG:Phobia inspired game called “DUEL-ist”, with a Meta-Progressing RPG spin on it.
If you don’t know what UMG is, it’s an archeximus game and it stands for untitled melee game, has combat similar to The Culling.

UMG:P is basically UMG combat but you progress through “sequences” (rooms) and fight AI enemies that consist of people on your friends list. The game is rather lackluster in content but nonetheless really fun which is why I decided to try making something like it myself.

Combat Basics

Your basic attack (M1) is a quick jab, deals a small amount of damage usually and a quick light attack mainly meant to get in a small amount of extra damage.

You can hold your attack button to charge your attack, and a bar will appear. Once that bar reaches some threshold determined by the weapon, you can release to do a charge attack/heavy attack.

Getting a backstab on an enemy will deal 1.5x damage (unless the modifier is specifically overwritten by the weapon you are using, in which case it will deal more or less.)

All weapons have differing recovery times, meaning you can attack sooner with some weapons over others. Missing an attack offers a bigger recovery penalty, making you possibly vulnerable for a counterattack.

To block an attack, either hold or click M2, hitting a block will cause you to be stunned for about 2s. Same goes for your enemies.

Each weapon has a certain maximum stamina, which governs a few things.
[Things that use stamina]
Holding Block: Stops passive stamina regeneration
Holding Charge: Actively drains stamina at around 5/s
Shoving: Uses 1/8th of your maximum stamina
Blocking An Attack: Drains stamina according to this formula math.log(Damage+1, 1.25)

[Things that regenerate stamina]:
Passively: You will regenerate stamina over time, (rate depending on the weapon).
Hitting attacks: You will regenerate HowEverMuchDamageYouDeal/3.
Getting A Kill: Regenerates 50% of your maximum stamina.

When blocking an attack, if that attack were to drain more stamina than you have, set your stamina down to 0 and take 50% of the incoming damage. This will still stun the enemy though.

You can also shove by clicking ‘Q’, which acts as a block break and will stun enemies for 2.5s, a bit longer than a block. Shoving an enemy that isn’t blocking will cost you stamina and a bit of shove recovery.

Attacks can be cancelled by blocking mid-charge. This can also act as a quick way to block an incoming attack if you see one coming.

Your stress meter builds the more you get hit, equivalent to DamageTaken/4, with a threshold of 75 points per stress level.

Each stress level that passes has unique effects that will hinder you over time (i.e. Having more damage vulnerability, de-saturated and blurred vision, slower recovery rate, etc.) Currently there isn’t any way to reduce it other than dying (which resets it) but I’ll probably think of something eventually.

All kills will also heal you for 30HP, and raise your stress level a little bit.

Since this is a PvE game I also took a bit of liberty and made all hit registration client-sided, so that your ping doesn’t matter when blocking attacks. (They are almost entirely client sided anyways, using a network ownership system based on who is the current target of that AI. The only things that are on the server is their State Machine, stats [HP, speed, etc.], and handling the whole networking shenanigans, other than that they are just a big folder basically).

Small Video Peek (Warning: Blood/Some Unrealistic Gore)

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Here is a trailer of my game!

Feel free to give me feedback!

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it is indeed a trailer!

You did mispell “except” though lol, you should fix that

currently getting ready to start Shipping Nightmares, where you cram large objects into vehicles and just pray that they don’t fall out on their way. would you play this?


edit: ok 7 likes in a day i guess ill start

edit2: GOODNESS GRACIOUS, ITS IN DEVELOPMENT

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Some of the stuff I’ve been working on lately, enemies for new areas. Idk but putting funny facial expressions on them makes it so much better. The Goblin Tower actually replicates the animations from the bottom goblin to the other two as so they move perfectly in sync.



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Good old Roman Arvi spatha, a late-antiquity longsword used by Roman Arvi army and its foederati. Took me a while because I suck at blender. Making this one for a low-fantasy/realistic-other-world type game (think Centaura or something) set in late antiquity that I may or may not continue

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Waypoints + animated nameplates!


Maybe later down the line I’ll write my own replacement for billboard GUIs (so important waypoints can be fully pinned to the screen), but for now I think this looks pretty nice.

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I haven’t worked on this game for months, and I decided to do a full UI revamp.

Old UI

New UI

It would be great to hear some feedback on the UI change and this game overall.
Game Link: You can see the list of UI changes in-game if you want. I still didn’t finish the saving feature and public communities feature so that isn’t included in the update unfortunately.

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I cant see too much of a difference; however for the stuff u have changed, it looks a little bit over slightly better.

bit of a wip (unpainted right now)

image
7% there!!! (i am going to pass out)

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Decided to put my sandbox shooter on hold to make a cs game. The scope is smaller and It’s helping me improve my organization and planning for my projects in the future. Been making some decent progress!

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hi all!! obligatory monthly environment post (for my portfolio)

enchanted forest this time around c:

thanks for the support on my other two uploads here, it means a lot especially since i’m a bit new to this style of environment design!!

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UPDATE:
It is now an arcade style marble racing game!
Say hello!

Survive The Spheres called, it wants its Angry Ball back…

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Oh boy I’ve got a couple of projects I’m already working on, kind of late to the party but I have a game where it’s 70% complete and the other in Alpha.

This has been my main game that I’ve been working on for an extremely long time, not sure why I haven’t dropped it but I guess my subconscious just refuses to let it go lol. Basically just a single player horror survival game, currently remaking a few guis and animations, and developing more content.

This other game is a multiplayer racing game, basically a go kart game but you can uh “knock out” other players to get them out for an entire round. Still in major development but it’s pretty fun and in alpha stages rn.

I appreciate everyone taking the time to read this and if you have any inquiries, let me know in my discord server, linked in the game’s description. :slight_smile:

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I don’t know what to call it…

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