Hey everyone! During the conversion to UE4 version 4.21, we’ve had some time to look into how we can improve player feedback for armored gameplay, both inside tanks and infantry around them. Vast improvements have been made to tank shell flyby audio in terms of design and how they work, only triggering at correct distances from the player and having a more realistic and most importantly, visceral feel. There are also different flyby variants dependant on shell size. HE and AP shells of all sizes have had an impact and explosion audio revamps, AP now has a much more distinct…
October 16th, 2019
DEV BLOG / 0 COMMENTS.
Hey everyone! Throughout the past few weeks we have been reading your feedback and suggestions on how to improve PS for the better. We have put together a roadmap that outlines the plans for Post Scriptum over the foreseeable future. Please keep in mind that the order of the items on the roadmap does not represent the release schedule of the content. ROADMAP (You can press the image to enlarge the roadmap) During our ongoing work on the roadmap, our level designers have been revamping the older and newer maps with new visuals. Below you can use the interactive…
October 10th, 2019
Greetings everyone! In the first Mini Devblog, we spoke about the changes we made to the maps and visuals of the game. As work continues on the Unreal Engine 4.21 upgrade, our artists have been remaking and improving outdated animations. The goal was to bring them up to new standards and provide a more visceral and polished feel to the general handling of the weapons. The following video shows the updated animations of the Gewehr 41, STG44, Walther P38, and the M1A1 Thompson Next to the weapon animation changes, work has also been undergoing on the character movement animations…
October 4th, 2019
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