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Games W.I.P Thread

  • Sjonsson
  • August 29, 2014 at 12:08 PM
  • Puddy
    • March 7, 2016 at 8:39 AM
    • #281
    Quote from Hipshot

    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

    Looks really cool! Nailed the meaty feeling in the shooting! :D

  • Hipshot
    • March 8, 2016 at 8:14 AM
    • #282
    Quote from Puddy

    Looks really cool! Nailed the meaty feeling in the shooting!

    Thanks Puddy, yes I think we did, it can always be improved, but those things are now pushed down until final polish =)

    Adding feedback with hit-effects and gibs were one of the first things we got in, those systems are very advanced too, you can create different parts, how many of that part, from a specific number to a random number, a chance for them to appear, animation, if they should stay on the ground or disappear and if they should leave a decal on hit, there's a bit more settings here, but I haven't been working with this system myself, except for testing it when it was new, our artist Victor made pretty much all of these things.

    When we get the random-sprite feed into the engine, I'm sure things like explosions will look much better, also, we don't have a proper particle spawner system, so that will also improve things when that comes in =)

  • AtsEst
    • March 14, 2016 at 7:36 PM
    • #283

    Long time no update, so her is one!
    [Blocked Image: http://i.imgur.com/GVVmCHu.gif]

    [Blocked Image: http://i.imgur.com/m7LeaUR.gif]

  • blackdog
    • March 15, 2016 at 7:45 AM
    • #284

    Is that a VR project @AtsEst?

  • AtsEst
    • March 15, 2016 at 8:41 PM
    • #285
    Quote from blackdog

    12 hours ago, blackdog said: Is that a VR project @AtsEst?

    Yep /emoticons/[email protected] 2x" title=":)" width="15">

  • blackdog
    • March 15, 2016 at 11:46 PM
    • #286

    I think you did post an intro/flythrough time ago? Looks great btw /emoticons/[email protected] 2x" title=":)" width="15">

  • Castle
    • March 17, 2016 at 5:56 PM
    • #287

    I haven't been here in awhile. Been very busy and very distracted!

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  • AtsEst
    • March 18, 2016 at 7:17 AM
    • #288

    A test:

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  • -HP-
    • March 18, 2016 at 7:34 AM
    • #289
    Quote from Castle

    13 hours ago, Castle said: I haven't been here in awhile. Been very busy and very distracted!

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    I wouldn't even know where to start to create something like this, absolutely fantastic stuff!!

    You should probably think about putting this in the marketplace, either that or make a game with it man.

  • FrieChamp
    • March 18, 2016 at 8:27 AM
    • #290
    Quote from Castle

    14 hours ago, Castle said: I haven't been here in awhile. Been very busy and very distracted!

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    This is getting out of hand lol

  • Castle
    • March 18, 2016 at 2:25 PM
    • #291
    Quote from (HP)

    6 hours ago, (HP) said: I wouldn't even know where to start to create something like this, absolutely fantastic stuff!!

    You should probably think about putting this in the marketplace, either that or make a game with it man.

    It took me awhile to learn the systems. I have done quite a few side projects for sure. But Blueprints really do make doing stuff like this easier on many fronts. I will be releasing the dev version with the playable version soonish.

    The inventory system has forced me to work on a ton of different systems. That is why its taking so long to get this next version out. It turns out that building an inventory system very quickly spider webs the design of a game!

  • FMPONE
    • March 18, 2016 at 3:29 PM
    • #292
    Quote from (HP)

    7 hours ago, (HP) said: I wouldn't even know where to start to create something like this, absolutely fantastic stuff!!

    You should probably think about putting this in the marketplace, either that or make a game with it man.

    Agreed, some UI design and story and all the sudden you have a game. Awesome work @Castle

  • Castle
    • March 18, 2016 at 3:53 PM
    • #293
    Quote from FMPONE

    33 minutes ago, FMPONE said: Agreed, some UI design and story and all the sudden you have a game. Awesome work @Castle

    Well I still need a pass at random level generation and AI characters to fight. But once those are in place it will feel like a game. Even if its just an example.

  • AlexM
    • March 19, 2016 at 3:31 AM
    • #294
    Quote from Castle

    13 hours ago, Castle said: It took me awhile to learn the systems. I have done quite a few side projects for sure. But Blueprints really do make doing stuff like this easier on many fronts. I will be releasing the dev version with the playable version soonish.

    The inventory system has forced me to work on a ton of different systems. That is why its taking so long to get this next version out. It turns out that building an inventory system very quickly spider webs the design of a game!

    Is it entirely in blueprints?

  • AlexM
    • March 20, 2016 at 8:05 PM
    • #295

    Video of the LevelViz unreal plugin I'm working on for setting up interactive viewings of environments. Might be cool for environment artists to make a standalone interactive portfolio. Has tablet/touch friendly user interface.

    There is a long devlog about it here

    http://levelism.com/levelviz-002-v…version-review/

    The video shows the process of setting up the LevelViz environment and then viewing the level.

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  • Castle
    • March 21, 2016 at 12:42 AM
    • #296
    Quote from AlexM

    On 3/19/2016 at 11:31 PM, AlexM said: Is it entirely in blueprints?

    Yep

  • AlexM
    • March 21, 2016 at 12:47 AM
    • #297
    Quote from Castle

    4 minutes ago, Castle said: Yep

    That's awesome! Blueprints are amazing.

  • AtsEst
    • March 24, 2016 at 8:19 PM
    • #298

    [Blocked Image: http://i.imgur.com/KHcl21e.jpg]

  • Hipshot
    • March 25, 2016 at 9:09 AM
    • #299
    Quote from AtsEst

    12 hours ago, AtsEst said:

    Those are beautiful mammathus, tell me more about how you generated this sky? I'm still very, very interested in creating artificial skyboxes =)

    I assume this is for a game you do, since you posted it in this thread?

  • AtsEst
    • March 25, 2016 at 3:25 PM
    • #300
    Quote from Hipshot

    16 hours ago, Hipshot said: Those are beautiful mammathus, tell me more about how you generated this sky? I'm still very, very interested in creating artificial skyboxes =)

    I assume this is for a game you do, since you posted it in this thread?

    I ma testing a bunch of VR stuff and this is a excerpt from that (expect more info if it works out). Thus the sky actually has to be volumetric, but very performant.

    It is made using a subdived plane mesh with an unlit material with a perlin noise function for colors and displacement with an ad hoc translucency and lighting solution. Engine is UE4.


    And a build is up:

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