It has been 5 months since the release of Giants Of Destruction demo version, I got a lot of positive feedback but also some suggestions on how to improve the game. Giants Of Destruction has started as a small project just to mess around with Unreal engine 4 and after 10 months of active development it turned into something much bigger. It is not the most popular game out there but I can proudly say that I made it even if some people don’t like it. It has been a long journey full of ups and downs and probably the one I will never forget but there is still a long way for me to go.
A lot more things need to be done before I release the game on Steam, my current release time frame is in May 2017.
If you have any questions let me know, I will gladly answer them.
New and improved projectile simulation
Old projectile simulation used just a simple line trace through space, it didn’t have any impact on the game’s performance so it was obviously a good choice. Two days ago I decided to make a projectile simulation which would be something between arcade and realistic simulation and so I did. Today I ended up with something that looks good and it is performance friendly.
This new system can simulate bullet penetration, ricochet and much more, it takes into account some real world factors, for example bullet speed, bullet radius, surface angle, surface density, surface thickness…
This new system opens up a lot of ne possibilities for the gameplay mechanics.
Have any questions, good! Leave them in the comments bellow.