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Posted

Umm Nobody else is posting stuff here but me :/

I brainstorm for awhile about the art of level design and talk about Dark Souls style flow. I go into a lot of detail on different design methods that I find appalling or appealing. I think out loud for a bit about going with a flat sheet design method.

If you like what you see upvote and follow me on Steemit!
https://steemit.com/blog/@thecastle/project-stray-i-talk-for-awhile-about-level-design

Posted
7 hours ago, clankill3r said:

Not many people within this community are making games :)
I want to make a game but my prototype is less then bare bones atm.

I highly recommend learning the blueprint system in UE4 as it makes the process of creating game logic astonishingly easy. :)

This is my UE4 mod! I talk a lot about many different ideas for the flow of the level design while I show an early example of something I am working on.

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Posted (edited)
On 12/05/2017 at 10:32 AM, clankill3r said:

Not many people within this community are making games :)
I want to make a game but my prototype is less then bare bones atm.

My game(s) are just in the dev doc(s) ?

But after helping out with Furious Angels we have been bouncing off ideas and there's a project that could go forward, where I would have most of the input… but I need to learn Blender first and also Unity (as my friend has chosen that platform, although I would rather go Unreal)

Ps: I'm talking about Morfeo, just now I remember you know him @clankill3r

Edited by blackdog
  • 2 weeks later...
Posted

I now have core functionality in place for the battle controller. I detail how it currently works and what I have in mind for the battle stages. I also talk about player movement reloading and clarity. 

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Posted (edited)

Hey guys, this was a game I worked on for about 3 months. I never got around to naming it so it's called "fps-game." So yeah. Here is the GitHug: https://github.com/Swihoni/fps-game. Basically the idea is that the voxel terrain is completely destructible and you are trying to capture the opponents flag. There are a couple of classes and they each have their own weapons and grenades. It's pretty buggy so don't expect it to work perfectly but it is multiplayer. Screenies: 

 

 

Edited by major.quin_n
Posted

Project Stray - 40 Minutes Of Game Play With Commentary 

I just play the game for awhile while talking about its design. I do explain some details about its new features and development as well. But the majority of the content is just pure game play.

Project Stray is a blend of classic Doom and Quake single player with Dark Souls Single Player. The result is something new to the fps genre.

* Not sure why the recording ends up looking like the FPS drops. I think it is how I captured the game play with OBS. While playing I never noticed slowdown.

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14 hours ago, major.quin_n said:

Hey guys, this was a game I worked on for about 3 months. I never got around to naming it so it's called "fps-game." So yeah. Here is the GitHug: https://github.com/Swihoni/fps-game. Basically the idea is that the voxel terrain is completely destructible and you are trying to capture the opponents flag. There are a couple of classes and they each have their own weapons and grenades. It's pretty buggy so don't expect it to work perfectly but it is multiplayer. Screenies: 

 

 

That looks awesome! I really suspect that everyone is going to have an FPS of their own in the next couple years haha
Was this Unreal 4?

Posted
11 hours ago, Castle said:

That looks awesome! I really suspect that everyone is going to have an FPS of their own in the next couple years haha
Was this Unreal 4?

Yeah I wish it was UE4. I made it in Unity with c# and blender. Right now I am trying to learn Unreal and c++, definitely going to try to make a game over the summer. Thanks for checking it out.

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