Update 24.04.2025 news – MARAUDER-S (Former: Destroy All Life)

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Name change, new walker model and dynamic movement and a lot more.

(Note: Things added or changed in this update, don’t necessarily mean they will not be updated later or completely removed, replaced)

I’ll let you get straight to the point, the update video. After that you can read more about the details:

I’m proud to present to you the next big update after a long time for Destroy All Life, which is now,

…it might still get a tag, sub-heading or something later. I think this name defines well the unit you will control. It is in connection with some yet to be implemented functions and also refers to a real-life experiment (it might need some googling to find).

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The largest and most obvious new thing is in the update besides the name, is the completely new MARAUDER-S (or MR-S for short) model and movement.

walker versions

It came a long way in terms of both modeling and getting a working dynamic Control Rig based movement setup. Well to be fair it took so much because Control Rig was completely new for me and I still have to practice Blender a lot. Also, as I wrote earlier, I was doing my research and getting ideas for the design. It’s still not final, but I have more ideas now that still need to be implemented.

meditate

From now on I expect to move on with the next things a little easier. We will see. I also want to work on some smaller things, level updates, enemies in the coming months.

Now let’s see the list of the new and changed things in today’s update:

MARAUDER-S (MR-S)

  • Changed – The original placeholder mesh dumped and a completely new one was created with nice details
    • Turret
      • Added – Main weapon mesh with circling particles VFX inside
      • Added – Toroid formed VFX at the beginning of the plasma beam
  • Changed – Old animations replaced with dynamic, Control Rig setup
    • Steps won’t slide anymore, movement is a lot smoother, especially at changing movement directions. Feet follow the terrain, so it can climb some stairs or hills.
    • Added – Step SFX
    • Added – Step VFX effect
    • Added – Step decal/footprint
    • Added – Walk sounds
    • Basic incremental crouch-stand stances (no limitations or anything yet)
  • Shield
    • Added – Shell/bullet impact effect
  • Fixed – Blast weapon explosion decal color (blueish tint removed)
  • Fixed – Plasma beam aiming offset with manual patch, is now correctly calculated
  • Fixed – Small optimizations

Civil car

  • Added – window break VFX on damage
  • Added – window break SFX on damage
  • Added – Deformation when stepped on with the MR,
    • Note: It’s currently an animation. Maybe later I recreate it more dynamically, but it’s good enough for now. It worked the same way in BF3, an AAA game, so…

Human – Civil, Soldier

External camera

  • Added – Possible to switch to other external cameras with TAB, for video recording purposes.

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