This is what I've been working on for the last two weeks:
- Implemented Underwater Lightshafts and Random Fish Swarm Particle FX
- Lightshafts and Fish move with the rising Sea once the Manta is called
- Optimized the Ocean Blueprint to save FPS during gameplay
- Changed Water Reflection and Ocean Wave Material
- Created a script for the Exponential Height Fog component to rise with sea level
- Added AI for the Obersturmführer and Wehrmacht NPC
- Implemented Kill and Impact Volumes for Rifle Shots and set up associated Damage Scripts
- Fixed Dharmapala Scripts for Guivre, Pegasus, Begtse, Mahakala and Geruda.
- Created separate blueprints for each island building surrounding the monastery
- Replaced all previous meshes with Blueprints
- Created Visibility Volumes for each Building Blueprint
- Implemented "Tick Inactivity" when Blueprints are culled from the Viewport (massive FPS boost)
- Added a 6th Dharmapala, corresponding to the element water. The ice wolf freezes the sea and a blizzard rages down on Jonah's environment
- Fixed lighting and fog settings to work with the newest Oculus runtime
- Added streaming layers for each level and map component, including individual setdressing of the monastery and the island building interiors
Currently I'm working on multiple AI scripts and some finetuning of the Obersturmführer Aiming animations (I want his head and the gun to move with the flight direction of the player)
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