This week was a big one , everyone stepped it up and put out a lot of work to try and get a solid prototype. I’ll be keeping this short though.

The biggest features i’ve added are the ability to throw rocks to distract the drones and reload functionality for weapons with a correctly working UI.

The rocks are made out of a child class called thrown , this way we can still make other thrown items and implement them pretty easily, because they are completely independent from the character. As soon as the rock overlaps with anything it simply disappears  and distracts the enemy drones in a certain radius.

Reloading is pretty straightforward , there are 3 main values. Clipsize , AmmoInClip and AmmoInBag.

On another note , i have been working with the artist makign teh animations to get them working correctly. As for now i hardcoded a pretty barebones fix to get animations to run decently. We do however still need to get these animations in blendstates so we can cleanly get from 1 to another.




[ART] Map decorating


This week I created some more foliage models for our forest scene as you can see in the image below.


I also started our final map with scenery.

The level size at the moment is pretty small but big enough for a demonstration of our game play.

Here’s how it looks in game.




Apart from that I created a map overview of our game with the different biomes.

The little area in the middle Shows how big our playable area it at the moment.

The black lines represents a railway.


And here’s what it looks like in game.


Christophe Degraeve

[Dev]Weapon switching , yey!

The last two weeks i started looking into the ability of having multiple weapons and switching between them. I rewrote most of my basic weapon code and replaced it into a base weapon which just contains a bunch of empty functions and the necessary variables for the weapons. Every weapon inherits from base weapon ofcourse.

I also started work on a melee weapon , for this i just added a simple collider in front of the player character , upon “firing” your melee weapon actors inside this will get checked and dealt damage to accordingly.

Sprinting has also been fixed.

[Art] Hands Update 2


This week I have been working further on the hand model. So far it’s rigged and skinned. I only need to add one more bone to the thumb to give it just a tad more movability. Now I’m working on the under arm and upper arm. Then I will have to create a mirrored version for the second hand which will also have a digital watch. After that it will be time to unwrap and texture it with some small baked details using Zbrush and substance painter.

Here is a simple quick test animation. Note though, that it’s all still very much work in progress!!


[ART] Modular rock.


I created a rock model for our forest scene since apart from the trees, rocks are the most important scenery props in our game because you can hide behind them.

As with the trees, this rock comes with a custom collision box for being able to climb them and protect yourself from enemy fire.

Below are some shots of the model and in-game.

model in 3ds max.


Multiple rock inside each other in-game.


I also started a google spread sheet where we can keep track of our progress.

This spread sheet can be found under media.

Christophe Degraeve