New ranged enemy!
And some other miscellaneous polish - dead bodies (which enemies can see and investigate) weapon switcher HUD elements, and some new audio implementation.…
And some other miscellaneous polish - dead bodies (which enemies can see and investigate) weapon switcher HUD elements, and some new audio implementation.…
Doing just enough of an art pass to give this level the right vibes I think. I also have room-based reverb and acoustics working for first-person sounds (footsteps/weapon fire), it really makes a difference in making you feel like you're in the space.…
Slightly more period-appropriate pistol, and locked doors with physical keys.…
Though with the environment now being more medieval themed I should probably replace the pistol with something more appropriate.…
Doing some art exploration, playing with a low-res texture style while still using a full PBR featureset to see where it leads. The textures are almost all created with material maker which I've been slowly learning for this purpose - quite a cool tool, glad to see a…
Getting brush texturing and meshes working has taken a bit of figuring out, as I'm relying on an external BSP-style editor (TrenchBroom 2025.4) for levels so everything needs to be compatible with that workflow and not just the Godot editor. Materials are all modifications of samples from…
Been working on a new little project, just getting a basic game loop together, with progression from level-to-level.…
This is a sort of stream-of-consciousness document explaining how world partition works under the hood. This is not a general overview of world partition, nor is it an explanation of how to use world partition or terms used in the user-facing parts of it. See Epic's own docs…