#WeekInReview
We approach. A productive week lies behind us:
Visuals
- Deciduous Trees for the camp added with animating treetops
- 2nd scene sketch
- 2nd scene scribble in progress
Code
- Enemy block and pursuit in progress
- Camp asset setup
- Humanoid shadows
- AI looking for seat nearby and sits down
- AI movement refactoring. Was looking for shortest route in the 8-way-movement, but that looked weird and jittered. AI now heading towards target until the next possible direction change leads directly to it.
- Tree prefabs
- AI input refactoring. AI now moves via target position instead of desired direction.
- Shadows fade slightly in the clouds shadows
- Dynamic Post Processing. Areas can be declared bright, sober, dark wood etc which affects the post exposure / saturation / contrast of the camera.
- Horizontal arrow shooting refactored. Added air drag, improved collision.
- Vertical arrow shooting in progress
Videos will follow as soon as we have our animated main character.
Don't miss #ScreenshotSaturday and check out our new homepage!
https://rubikon.dev
https://www.reddit.com/r/Rubikon_Game/
https://www.instagram.com/rubikongame/
Recommended resources
Game Engines
Unreal Engine 5 Best Practices
Amazon · Book
Written by multi-award-winning Unreal generalist Tyson J. Butler-Boschma, Founder and Creative Director of Toybox Games Studios, this book addresses common challenges you face when advancing your expertise in lighting, environment design, and cinematic storytelling.
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