Status Update #16: Redoing some systems

I spent this weekend rewriting the mods combat system (again) to do away with a method I’ve been using to render the scene.

brutal

It used to be, the camera would render a floor plane with a camera texture on it, thus giving the illusion of motion blur and camera swaying. It was also a good way to stick a hud weapon model in front of the camera.

Unfortunately, due to a large compatibility problem with certain resolutions, I’ve done away with this. Thus, prompting a weapon rewrite.

Doing away with the camtexture means the mod will now render at its true resolution (rather than upscaling), thus resulting in a much more sharper image.

Screen space effects will now work, such as ambient occlusion or DOF.

New blood/gore system

I also added a proper blood system. Its pretty juicy…

blood

More screenshots soon

A lot of the world building has been left to the wayside while I get core game systems polished up.

The plan from here is to get the weapons, inventory and enemies up to par before jumping in and doing a proper pass on the world creation, which is why there haven’t been any meaningful screenshots recently.

Got some cool stuff in the backlog that I can’t wait to put together. Will hopefully have some more stuff to look at later this month.

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