Forest Mountain L – Battle Tile

Decided to give Houdini a whirl and OMG just look at those realistic cliff faces that it produced. This is the beginning of a juicyful friendship! This time you’re looking at an L-shaped battle tile that fits into the forest biome. The tiny speck you see in the bottom left corner is an actual warrior […]

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Pipes in Forest – Battle Tile

A new battle tile is now complete. It is one of the smallest tiles in the game, a 1×1 forest. You use these to build your battlefields. Satisfied with how the grass turned out, too. More battle tiles to arrive soon!

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Real-Time Dynamic Cover System for Unreal Engine 4

Introduction Creating a robust cover system may seem daunting at first, but once you realize it’s just a set of simple techniques glued together, the task at hand will seem a lot less intimidating. Whether you’re making a next-generation RTS or want to use this in an FPS game, I hope you will find the […]

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My enemy’s enemy is my decoy

New screenshot from your favorite up & coming RTS, this time straight out of an Unreal sequencer, which is a mighty fine place to be! We have a warrior here caught in the fury of a giant, as an enterprising Diviner from another tribe tries profiting from the situation by blasting the giant with its […]

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The Diviner

The Diviner is a new unit in the game whose duties include capturing wild creatures and repairing friendly robots in the midst of battle. They arrive to war in very comfy landing pods – nothing but the best for her! More to be revealed when… she’s ready.  

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Massive Shootout, Flying Limbs, SlowTime

Here’s some of the new features I’ve been working on for Horu lately: flying limbs & body parts, time controls and a high enough FPS to go with it! These are 39 warriors duking it out to get to the center of the block. I’m removing their landing pods to make it easier to see […]

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