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How I went about making Mercy Break

Mercy Break
A downloadable game for Windows, macOS, and Linux

I went into this project with many intentions. I wanted not only to learn Unreal Engine 4, but also wanted to learn modelling, sculpting, texturing and networking at the same time. What initially were unrealistic goals I actually, somehow succeded at pulling it off. I knew I wanted to make a 3rd person shooter like PUBG, but with local lobbys as to be able to play against your friends. I wont talk about the whole process of making this game, only about the most interesting parts and systems I designed to make my life a bit easier. My memory is a bit hasy on this one so bear with me.


A solid start

To give some context lets see how Mercy Break started out.
Very first thing was to implement the Steam-API to have a base to work from and for friends to be able to join and playtest. I then wanted a character and since I tried to learn sculpting I spent the next 2 months or so designing this handsome guy.

Wow! Very handsome and very naked. So clothes were next. Fast forward a bit and I managed to get the retopologized, now clothed,  character model working with Unreal Engines 3rd-person animations.  Here is the finished charcter model:



With that in place, weapons were next. So on to some hard surface modelling:

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