heavenly_roads posts
'Callistbery' - advanced explosions
I made my custom particle system for stylized explosions and smoke related effects in order to improve the visuals. Everything is editable: fire and smoke color, intensity, lifetime, materials, sparks, trails and flash. Includes dynamic light, area damage and impulse force. WIP
'Callistbery' - gameplay enhancements
Improved HUD and control bindings overlay is now included. Added player health system, death animation and respawn at nearest safe location. Dynamic camera shake on speed-based landing and distance-based explosions. Each weapon has recoil force that affects player physics now. Colorblind mode settings added.
'Callistbery' - hook
The hook allows players to climb, swing in the air and drag props. This is one of the most useful tools for better mobility, exploration and puzzle solving. Consumes stamina.
'Callistbery' - destructible elements
Destructible elements system for a better dynamic environment. Each element has a durability value based on its material and size, received damage is taken from weapon's bullet stats. Explosions have area damage.
Climbing system
but without hands.
'Callistbery' - water simulation
Working on water bodies simulation. I'm using Unreal Engine water plugin as a base and modifying it for my custom needs. Water interacts with physic props, bullets on a optimized way and player so can swim. Still WIP.
'Callistbery' - weapons
Basic weapons system with different behaviour, 3D models will be added later on. I'm also adding destructible elements feature.
'Callistbery' - gravity generator
An element that allows props manipulation by generating a gravity field.
'Callistbery' - 3D printer
This gameplay feature allows the player to place different elements and tools to interact on unique ways with the environment.
'Callistbery' - scanner
I've recently made this gameplay feature which allows the player to detect hidden elements.
'Callistbery' - local fog shader
I'm making this shader for my custom needs. It allows me to set up local fog on desired areas with some parameters including intensity and color. Fog can cover surfaces-only by using mesh distance fields.
Distance-based procedural details for surfaces
Rock surface details based on distance (exaggerated for you to see). An optimization method for long-distance texture rendering to reduce GPU usage and anisotropic filtering process.
Settings menu
Settings menu (WIP)
Lumber Fox - rig system
A simple rig system to bring this giant robot to life.
Upgraded characters cards and better gallery
This is a WIP feature, it is planned to be released sometime on next months.






