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Our Ghosts of War - UE4 WW2 Sandbox [Dev Journal]

  • PixelPerfectPolygons
  • May 24, 2016 at 6:54 PM
  • PixelPerfectPolygons
    • August 22, 2016 at 5:02 AM
    • #41

    Our VFX artist forwarded this video showcasing her progress with our rain. I'm loving it.


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  • PixelPerfectPolygons
    • August 23, 2016 at 1:26 AM
    • #42

    Renault R35 Tank Turret


    [Blocked Image: http://i.imgur.com/PxVnX3k.jpg]

  • PixelPerfectPolygons
    • August 23, 2016 at 6:19 PM
    • #43

    Panzer IV Tank Turret (New Textures) [Blocked Image: http://i.imgur.com/qQIgA1o.png]

  • PixelPerfectPolygons
    • August 28, 2016 at 12:14 AM
    • #44

    Forest Alive


    [Blocked Image: http://imgh.us/3_1954.jpg]

  • PixelPerfectPolygons
    • August 28, 2016 at 8:28 PM
    • #45

    "Welcome to your new home. Lets hope it holds up against the shelling..."

    [Blocked Image: http://imgh.us/4_1819.jpg]

  • PixelPerfectPolygons
    • August 29, 2016 at 2:43 AM
    • #46

    "Craft your own defensive lines!"   [Blocked Image: http://i.imgur.com/OBi3SLE.jpg]

  • PixelPerfectPolygons
    • August 29, 2016 at 8:24 PM
    • #47

    I just got a look and our finished rain might be the best rain I've ever seen in a videogame. We're going to hold off on sharing the footage until we've settled on how we're going to go about doing crowdfunding and debut the footage there along with a ton of other gameplay features that have never been done in a FPS let alone a World War 2 game. I'm so excited! :)

  • PixelPerfectPolygons
    • September 1, 2016 at 12:30 AM
    • #48

    Completed Bazooka with Shell.


    [Blocked Image: https://cdn.discordapp.com/attachments/106016900097568768/220608171507449868/M9A1_Final.jpg]

  • PixelPerfectPolygons
    • September 8, 2016 at 7:39 PM
    • #49

    In love with Quixel Megascans.


    [Blocked Image: http://imgh.us/1_3126.jpg]

  • PixelPerfectPolygons
    • September 12, 2016 at 8:33 PM
    • #50

    [Blocked Image: http://imgh.us/3_2007.jpg]


    After a ridiculous 24 hours awake I've uploaded our Git repository with movement, river currents, megascans, light, medium, and heavy rain, wind mists VFX, and cleaned up code. We've also purchased a server on Amazon and got networking running on that. Feels nice to have the project coming along guys. The plan for the rest of the month includes incorporating the following systems into the game. They will then be refined as we test our gameplay.


    01. Advancement Movement Mechanics 02. Bird Life 03. Spawning 04. Inventory system 05. Building system

  • Seldoon182
    • September 13, 2016 at 4:27 AM
    • #51

    The placeholder player model looks like Andrew!

    [Blocked Image: http://ironheadstudio.com/wp-content/uploads/2014/11/Bicentennial-man4.jpg]

  • Beck
    • September 13, 2016 at 9:59 AM
    • #52

    That's some sexy mud.

  • PixelPerfectPolygons
    • October 12, 2016 at 8:04 AM
    • #53

    Fog of War is a system that makes it that players must actually explore the game world before the map reveals to them what's there. So all the players on one team exploring a game level will fill out the map for that level for all the players on their side.

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  • PixelPerfectPolygons
    • October 12, 2016 at 9:05 PM
    • #54

    https://www.youtube.com/watch?v=absRiTxtK4o


    Began work on our animal AI. You can see how the rats in our game will scatter when approached.

  • PixelPerfectPolygons
    • October 13, 2016 at 6:14 AM
    • #55

    SEPTEMBER 2016 PROGRESS REPORT

    -- Buildings -- Inventory -- Rain -- Militarypedia / UI -- Birds -- Advanced Cover System -- Social System -- Running and Gunning -- River Currents

    OCTOBER 2016 Progress Report

    -- Adaptive Binaural Wind -- Spawning -- Team Selection -- Saving -- Rat Animal AI -- Health, Stamina, Hunger, Hydration, and Temperature -- Achievapedia -- Fast Travel

  • PixelPerfectPolygons
    • October 13, 2016 at 5:45 PM
    • #56

    Our Ghosts of War got health and other systems working! https://www.youtube.com/watch?v=wlBHAtThrKk

  • PixelPerfectPolygons
    • October 14, 2016 at 8:09 PM
    • #57

    Today's update: We implemented logic to handle team data involving characters, buildings, spawns points, and more. The idea is to be able to have a class that can distinguish which team a player is on and what dynamically created assets belong to which team. This is of course just a foundation on which we will build our team systems on.

  • PixelPerfectPolygons
    • October 14, 2016 at 11:07 PM
    • #58

    https://www.youtube.com/watch?v=-GQVrJ_0E-Y


    The Fog of War system now dynamically updates maps: This means you can open the map, walk around in the world, and the map will automatically show the areas you discover. Furthermore, the map now shows objects of interest, such as allies (green balls), and your own position (yellow ball).

  • PixelPerfectPolygons
    • October 27, 2016 at 7:49 PM
    • #59

    Here're our latest updates to Our Ghosts of War on our Perforce version control. Expect such updates for the foreseeable future.

    [Blocked Image: http://i.imgur.com/xelWQig.png]

  • PixelPerfectPolygons
    • October 28, 2016 at 7:40 PM
    • #60

    Our latest updates for Our Ghosts of War include GPU FX, Fog of War optimizations, and more.

    [Blocked Image: http://i.imgur.com/G59rrr4.png]

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