Running the killhouse…
Its been a while, but hopefuly I can make it worth the wait with not one, but two videos.
…
Its been a while, but hopefuly I can make it worth the wait with not one, but two videos.
…
Most of the legal paperwork we have been waiting on is done, but there are a few more issues we need to resolve with the game itself before we can release anything. Rest assured, we are getting close!
While we wait, I thought I would post a couple images from the latest build. We are adding in environmental effects and doing more passes on the lighting and materials. Things get better and better with each iteration and will continue to do so as we move along.
As I always mention…. for better or worse, we never process up our screen shots. No ” bullshots” at BFS! These are screen grabs right from the editor.
Thanks to OnlySP.com for the opportunity!
A new interview should be posted over the next day or so. In the meantime, they posted a couple screenshots that I sent along with it today.
http://www.onlysp.com/first-unreal-engine-4-gameplay-screenshots-of-tactical-fps-ground-branch/
We thought it would be a good idea to pop our heads up for a second and let everyone know that things are moving along well. Paperwork to allow the early access is close to being done and other legal issues are being wrapped up. We are also getting in some much needed feature work as well. We will keep you posted on our timeline once it becomes a bit more clear.
Since I’m here, I might as well show off the optic choices you will have when you first start playing Ground Branch. More will be added of course, but these should cover most of your needs when getting started. And yes, we know the reticules on the holo and reflex sights are not accurate. They are the way they are for testing at the moment. 🙂
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