I've got a new update on my project Killing Horizon, a 64-player-online-RTS/FPS/TPS hybrid wargame! In addition to some great new Concept Artwork, I've implemented a new visual style for the in-game rendering, which is centered upon a 100% dynamic-time-of-day system. Battles can start during the day and then continue into the pitch black only illuminated by the sparsely populated mining outposts. I feel like the new style, while a bit different from the colorful concept art - really goes a long way to creating the feeling of a desolate mining planet on the Battlefield style maps.
Hey guys, I've got an update on my latest project Killing Horizon ... my epic 64-player-online-RTS/FPS/TPS hybrid! I've been working almost 24/7 on the game since the last update, guess it has been about a month. This is going to be a huge post so buckle up, we're going to hit on just about every aspect of the game.
This is first update for my new project, Killing Horizon ... the last week was a mixed bag of progress on nearly every aspect of the project. Primarily improving the AI ( which has been totally re-written for this game ), I also cleaned up a lot of the animations for particular weapons/items by adding unique versions for most of the weapons/items. Still missing a few unique reload animations for a few of the weapons. Once I get those animations in-game, I'll be animation-complete for the prototype's 7 weapons. I also made progress on 100s of other areas of the project.