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《Drifting : Weight of Feathers》is a third-person shooter-action game. The combat system revolves around air-to-ground, air-to-air shooting and traversing. Each encounter in the game challenges the player to develop a situational awareness in 3D space, which includes constantly prioritizing your target whilst observing the surroundings to find out the key to advance to the next stage.

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HISM Spline
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Description

Scenery in 《Drifting》

Itch.IO - Rit2040.itch.io
IndieDB - Indiedb.com
UE4 Forum - Forums.unrealengine.com

HISM Spline

The way I've worked with HISM is to write a construction script depicting how the mesh grows along its 3 axis and its corresponding offsets then feed in the parameters via editor exposed variables - it is a fast and simple trick to get a piece of building block with minimal effort. Over 90% of the levels are built using these small pieces of "lego" and saved me a lot of iteration time while test play each section of the level.

While this approach is suitable for man-made constructions which are usually confined with simple geometry shape and a certain degree of repetitiveness, it is ill-suited for creating natural landscape or foliage. After some contemplation, I've decided to write a construction script based on spline instead of axis. The idea is to utilize the spline component's editing features without actually rendering a spline - instead of calling AddSplineMeshComponent, I call AddInstanceWorldSpace at each spline point - thus enabling me to create buildings blocks that are more organic and natural to the level.

I hope you enjoy this week's update and a BIG THANK YOU for all the comments and thoughts shared during this past week, an active community helps me realized I'm not alone on my journey.

I wish you all the best with your own game development journey and have a relaxing and healthy weekend! (/>///<)/