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Games W.I.P Thread

  • Sjonsson
  • August 29, 2014 at 12:08 PM
  • TheOnlyDoubleF
    • December 17, 2015 at 11:41 PM
    • #261

    GTSpirit, Eden Games' new title is now out on Apple TV :) soon on ios and android

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  • Tom3D
    • December 18, 2015 at 4:17 PM
    • #262

    Hey, i create a futuristic retro game in one week :D

    [Blocked Image: http://image.noelshack.com/minis/2015/51/1450455313-spaceship.png]

    [Blocked Image: http://image.noelshack.com/minis/2015/51/1450455299-correct.png]

  • Tom3D
    • December 18, 2015 at 9:05 PM
    • #263

  • Castle
    • December 28, 2015 at 11:47 PM
    • #264

    The level design process of using lots of flat sheets in action.

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  • Castle
    • January 2, 2016 at 4:12 AM
    • #265

    Released a new version of Extended FPS Template.
    You can grab both the dev build and the playable version in the link below. Dev build includes all blueprints used to create the game.

    http://www.tsu.co/zZCastleZz/105890506

    [Blocked Image: http://i.imgur.com/Bei7xoQ.jpg]

  • AlexM
    • January 23, 2016 at 11:55 PM
    • #266

    Part of my entry for the towerjam. Using the unreal engine.


  • Castle
    • January 24, 2016 at 2:33 AM
    • #267

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  • blackdog
    • January 26, 2016 at 5:26 PM
    • #268

    Looking good @AlexM, didn't know they were doing another tower jam (from what I remember there have been already one)... can you give any idea of what happens in your prototype?

  • AlexM
    • January 26, 2016 at 8:19 PM
    • #269
    Quote from blackdog

    Looking good @AlexM, didn't know they were doing another tower jam (from what I remember there have been already one)... can you give any idea of what happens in your prototype?

    Mostly exploration with some light zelda elements in the tower with a dark-souls feel. I'm hoping to get more time with this before the deadline but I'm also finaling a game at work so I don't tend to get a lot of time.

    I really need to get the combat system going. I've got some stuff setup with garbage quick anims I did. I think I might buy one of the combat asset packs on the unreal store so I don't have to worry about doing character animation.

  • AlexM
    • February 2, 2016 at 3:02 PM
    • #270

    Began the setup and early parts of the combo system. This is an example of the player cancelling into the second attack by pressing attack at the right time in the first attacks animation sequence.

    Animation notifies are used to tell the animation system if the player can validly move to the next attack in the combo. The animation blending system in unreal is really good.


  • AlexM
    • February 7, 2016 at 12:52 AM
    • #271

    Got a good amount of work done on the character animation and melee system. Long devlog about how I did it here http://levelism.com/towerjam-004-setting-the-character-up/


    Here's a video

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  • TheOnlyDoubleF
    • February 10, 2016 at 4:19 PM
    • #272

    Just released a video of our 3C test map :D

    Feel like a beast

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  • FMPONE
    • February 16, 2016 at 11:21 AM
    • #273
    Quote from TheOnlyDoubleF

    Just released a video of our 3C test map

    Feel like a beast

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    This is pretty impressive. I could easily see a narrative SP game with this kind of a main character perspective. Something like Ori in the Blind Forest or Firewatch, a little bear cub story :P

    Pretty cool.

  • AlexM
    • February 17, 2016 at 7:28 PM
    • #274

    Well a combination of deadline extension, 12-14 hour work days and the worst bout of sickness I've ever experienced in my life (a combined case of food poisoning, an ulcer and chemical inhalation symptoms) caused my jam entry to go off the rails but I've been getting up every morning at 5am so I can spend a couple hours completing the entry.

    I managed to complete it today. It's not fun or pretty but it's complete and more importantly I learned a shitload about systems in Unreal I haven't used before. This includes

    • Character animation state machines
    • AI - Blackboards
    • AI - Tree editor
    • Matinee (worst part of unreal)
    • The C# build system
    • Input abstraction
    • Blendspaces
    • UMG (although I just realized the matinee video recording removed all my UI stuff @#$@#$@#)

    Anyways here's a video of a quick playthrough of the game.

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  • Vilham
    • February 28, 2016 at 4:05 PM
    • #275
    Quote from FMPONE

    This is pretty impressive. I could easily see a narrative SP game with this kind of a main character perspective. Something like Ori in the Blind Forest or Firewatch, a little bear cub story

    Pretty cool.

    Already is, its called Shelter 1 and 2.

  • Sjonsson
    • March 3, 2016 at 7:48 AM
    • #276
    Quote from Vilham

    Already is, its called Shelter 1 and 2.

    Except that's for smartphones if I'm not mistaking? :)

  • Vilham
    • March 3, 2016 at 11:10 PM
    • #277

    Nope, shelter is a PC game, dont think its on mobile at all.

  • Sjonsson
    • March 4, 2016 at 8:26 AM
    • #278
    Quote from Vilham

    Nope, shelter is a PC game, dont think its on mobile at all.

    You're right. For some reason I always assumed it was a mobile game. Now I might actually consider playing it! :D Worth the time?

  • Vilham
    • March 4, 2016 at 10:27 AM
    • #279

    Yeah shelter 1 was good fun, haven't bought shelter 2.

  • Hipshot
    • March 7, 2016 at 12:30 AM
    • #280

    Hmm, hmm... moving along slowly here on our side. This game is actually starting to look like a game now. Aside from smaller things, like random effects, particle spawners and some boss graphics, (and tons of bugs ofc) the art is more or less done, the big parts that are left are A LOT OF level design (hey thats me!), multiplayer code, boss-code, enemy-skills, and modding =) Small stuff, should be done in no time... (yeah right =D)


    It's really fun to work on someone else's IP when you are so free like we are, it's a lot of work - but it's fun. For me personally it could also be a way of opening a few doors that has been pretty shut tight for now, there are a few other IPs that I would love to work with, would be easier to get such deals when you can prove that you can actually deliver a certain quality.

    Creating our own engine gives a lot too, a lot of issues but also such freedom. We are not locked in by some deal with Unity or Unreal, we can do whatever kind of modding we want, release the source code, port to any platform etc, we plan to use this new engine for at least 3 games in total, maybe more. Cause as soon as the rough parts are done, it should be mostly gameplay coding for a new project.


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