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About Slastraf

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    Advanced Member

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    3D modeling (Blender), Level Design, Animating

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  1. I propose that for the really early alpha there is only going to be one class. Though, I taugth of a fun idea. There could be a stamina index that gets higher the more you sprint which will make your weapons more unprecise. So if you don't move much you can make cleaner shots but if you sprint almost all the time you can always get really close to your enemy for the price of lower accuracy.
  2. Random quote that I read in a book : >> easy comes, easy goes << . Made in Blender 2.8 Eevee
  3. I just re-read my old blogs. hahahahaha

  4. I think it is an assault weapon, if there were hands it would be clearer. Here are some sounds I just made. railgun_inside.wav railgun_outside.wav
  5. early version of the railgun at 2000 faces. railgun.blend
  6. A brainstorm program and a bit of photoshop later ... I will try to model this and see where it goes.
  7. Here a prototype (not yet with physics) added some ideas and its the shape like above db952b80b096b34b0d06d00997746dc2_dot3.tex db952b80b096b34b0d06d00997746dc2_dot3.bmp material_brick.mat material_brick.mat.meta db952b80b096b34b0d06d00997746dc2.tex level.mdl level.fbx test.map
  8. This map would be cool for close up combats, with a shotgun that shoots green goo or something
  9. Slastraf

    Forth demo 1

    Happy to be a part of this. As you said, lack of proper communication contributed pretty badly for the state of the project. Text communication is probably the worst of all forms. Voice would be good but the best would be in-person, though its impossible . Hereby I propose that we could meet on a voice channel maybe discord some time soon. Lets make more discussion about game design and make a better plan about everything (e.g. code documentation, asset list, map design etc.).
  10. A gate fully modeled, textured by me. Took about 2 hours
  11. Hey, I am sorry to hear that and wish you and your daughter all the best.
  12. you would need to put the mouse back, maybe use Math Lerp function for that.
  13. So you are only setting the y rotation of lets say your character controller. Why would you not just rotate it based on direction vector and make it really small ? local rotVec = window:GetMousePosition()x-(window:GetWidth*0.5) local lookSpeedMultiplier = 0.01 self.entity:GetRotation(0, self.entity.rotation.y + (rotVec * lookSpeedMultiplier), 0) I just wrote the code in here so there might be errors but it may work. Also always make *0.5 instead of /2 because the compiler could not detect that /2 is more difficult to calculate than *0.5
  14. Sorry I will not work on this project until there are specifications on what I need to do
  15. Well I already find it a little comedic that my comment criticizing LE game engine got removed so I cannot partake in this discussion. Honestly its kind of sad.
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