Dungeon Survival has progressed a lot since the last update. No screenshots currently, but I would like to describe some of the features I’ve completed.
- Procedural dungeons!
- Zombies with animation (attacks, laying, sitting, hits etc) and AI, and swarm avoidance using detour and recast. Zombies wander and will detect and chase players, and attack when close enough.
- Upgraded to UE 4.7.6.
- Added several traps, as well as ragdoll assets for the player and zombies, and code to ragdoll on death.
- Early melee animations
Motion controls for the arms/hands are working great with the Rift, and I’m eager to put in Vive/SteamVR support. The game is naturally suited to moving around a room, and I have some ideas for handling long distance locomotion.
Being able to bend over to reach items on the ground is already amazing, but I’m quite limited by the Razer Hydras I currently support.
More work is going into levels and traps, as well as some additional enemies to add to the rats and zombies. Eventually a character creator is going in.
I’ve also found and plan to implement physics rope bridges, and a system for detecting player breathing which will translate into character breath in game.
Despite infrequent posts here, development continues to progress at a good clip. I’m currently waiting on certain art assets to become available before the next level design phase takes place.