Re: Savage Development Diary
Posted: 21 Jun 2021, 08:01
That crosshair is amazing btw! I used to always rely on the sound cues on how many I loaded, this would make it easier LOL
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In Our Country We Like Lists wrote:
-Fashahhh progresses well with his level, dubbed the Desecrated Peaks during development. Looks to show up his previous release of The Vale
-Steadz continues work on his icy mountainous level, featuring detailed ruins forged in crisp bsp, currently under the working title the Abandoned Heights.
-Turboman, the ever busy genius, is silently working on his unnamed level whilst also making touches to his own excellent project, The One.
-Yours truly is currently juggling multiple levels at once because I hate myself and enjoy pain. Nah, it's looking good. I just wish I could close the gap on the blasted third level already.
The Things We Will be Testing wrote:
-Disabling Dodging
-Negatively impacting accuracy
-Slowing the player's ability to heal
The Things that Have Been Happening Since October wrote:
-Frost Overlay now appears beneath the HUD
-Razorjack alternate firing modes underway for testing, including pilotable blades
-ASMD continues to see tweaking with new effects
-Several new pawn updates underway
-ebd helps solve a pupa issue, and they are scary now
-Fashahhh continues work on his original Savage Land levels and his new version of The Vale
-mister_prophet continues reintegration of older RD levels throughout the Holiday
-concept for next years "Demo2" continue in the Think Tank
Prophet's Page of Savage Map Design wrote:
1. No Boss levels (as in, no levels that are only a boss room)
2. No Filler maps (see: Serpent Canyon, or Slight Complication from 7B)
3. Always show/offer something new per new level
4. Make each level like it is the Penultimate level
New Additions wrote:
-New Scuba Gear added, now called Rebreathable Scuba Gear. Now you only have to find one and the tanks will always regenerate when outside of the water. Based on similar pickups from RTNP and custom campaigns that had the same idea
-New Ammo types being developed for the Stinger and Driftwood Crossbow. The stinger will have (at least) a third ammo type to go with the Red and Blue types seen in the demo and the Crossbow will have a powerful mid-to-late campaign option.
-Boss bars will be a thing and after months of testing are working perfectly now.
-New enemy enhancements, including enemy buffs from secondary sources.
-New Skaarj family enemies being developed.
-I have been learning skinning and have been trying my hand with a drawing pad. But Steadz and Turboman are still better than me and have been making awesome skins for pawns.