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Sjonsson

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  • 2 weeks later...

My UE4 game is getting closer and closer to being a full game demo. I am hoping that if I can pull this off I will be able to have an indie game. I still have not talked to epic about this yet. I imagine I need to be thinking about that soon.

Project Stray - Lets Talk About Ammo

 

I think its time to do something new with ammo as a game mechanic. I have an idea that might be pretty cool!

Follow and upvote me on Steemit! (Up votes equal Crypto!)
https://steemit.com/@thecastle
https://steemit.com/created/projectstray

Edited by Castle
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  • 3 weeks later...

Here is a live Stream of me playing the game earlier today.

Link to the original Steemit thread where I released the project (Steemit is important as it can potentially earn money to help me fund the project)
Download the game and view more information about the project here.
https://steemit.com/gaming/@thecastle/project-stray-the-games-first-true-demo-download

I want to submit this project for a possible grant. This project started off with fairly casual intentions but is now my main focus as it is something I have always wanted to do.
Any advice on how I might be able to promote / fund the project is very welcome.

Over the last couple of years I have worked on various different Unreal Engine 4 Blueprint based projects. This is the first time I have got this far within this dev environment and I fully believe I can go the full distance this time around.

UE4Game_2017-07-12_15-34-48.png

Project Stray is a first person shooter that mixes elements of Doom 2 and Quake with the game play rules and general concept of Dark Souls. Project Stray is basically a loot based Doom 2 Soulslike. I have a lot of experience with making first person shooters, you can look here to see my most recent Doom 2 level by the name of Redemption of The Slain.

Link to the thread : https://steemit.com/gaming/@thecastle/doom2-redemption-of-the-slain-full-release-and-download

I was also one of the level designer who headed up No Rest For The Living. No Rest For The Living is an Official episode expansion for Doom 2 that is now included within the Doom BFG edition on Steam.

Link to Doom Wiki for NRFTL: http://doom.wikia.com/wiki/No_Rest_for_the_Living

Also here is my resume for those wondering about my overall experience as a game developer. Most of my experience has been with First and Third person shooters over the years.

Link to my Resume: https://drive.google.com/open?id=0B-2YIXbdMSYsNEgtdkZHOTJmOE0

So right now I am in the process of solo designing an entire first person shooter. The only aspects of this project that I have not done are the options menu(Most of the title screen), sounds and particle effects. Everything else is of my own doing. I have been working seriously on Project Stray for about 4 months but I have probably worked on it a bit longer than that casually.

UE4Game_2017-07-12_15-35-59.png

UE4Game_2017-07-12_15-38-57.png

UE4Game_2017-07-12_15-37-34.png

UE4Game_2017-07-12_15-39-53.png


The Demo includes

  • 3 playable levels. 2 of these levels have had a full art and sound pass and one of them is still in a blockmesh state.
  • Over 20 unique weapon types.
  • Various different armor sets with different stats and values.
  • 7 Different enemy types, each with their own stats and weapons.
  • New Game plus functionality. You can replay the demo multiple times for harder and harder challenges. Everything levels up and tougher mobs will spawn for harder fights.
  • A fully functional Crafting system that allows you to upgrade and modify gear.
  • A battle system where you face pre set battles in order to obtain loot rewards as well as access further into the world.

The Demo Lacks

  • Enemies lack unique sound effects
  • Enemies lack animations
  • There is still plenty of visible placeholder art within the user interface and the game world.
  • Heavy weapons currently do not have graphics and sound (They still function as intended)
  • Advanced weapons currently do not have graphics and sound (They still mostly function as intended)
  • Grenade launchers currently do not have graphics and sounds (They still function as intended)
  • Proper automap functionality is slated for the game

What I want the game to become

  • 8 unique locations each with their own challenges. This can range from unique situations or enemies to full scale boss battles. (The Intro level and HUB do not count, I mean 8 fully sized levels filled with mobs and secrets)
  • A show but don't tell style story where you have to be looking for the clues to know what happened and what is going on.
  • Hand crafted levels utilizing my level design skills to the max. No randomly generated content. Everything is built with purpose. If you liked my previous work this will dwarf of those projects.
  • Coop, you can team up with a friend to face the games harder challenges together.
  • Character creation, you can choose from a list of preset character classes with various stat differences
  • Abilities that you can upgrade and equip to further enhance the game play experience. (Super attacks, teleporting, area of effect healing ect)
  • Equipment that gives you super jumping and jet packs.
  • Secrets, lots and lots of secrets containing special named loot with unique stats and at least one secret level.

And more, my ultimate goal will be to get the game into state where I can continue to add more content regularly. More levels, more boss battles, more enemy types, more loot.


 

You can support this project by simply following me and upvoting me on Steemit!

I regularly do dev streams here: https://gaming.youtube.com/c/CastleDoes/live
(4:00 PM EST)

Edited by Castle
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9 hours ago, Castle said:

I want to submit this project for a possible grant. This project started off with fairly casual intentions but is now my main focus as it is something I have always wanted to do.

Any advice on how I might be able to promote / fund the project is very welcome.

Over the last couple of years I have worked on various different Unreal Engine 4 Blueprint based projects. This is the first time I have got this far within this dev environment and I fully believe I can go the full distance this time around.

Congratulations Castle, that's a big milestone today :)

I see you are no longer associated with Digital Extremes and you chose the indie/solo path, dedicating all your time to this project (and maybe future ones); bold move and best of luck.

As for funding, you have the obvious kickstarter or gofundme (not sure if applicable to creative arts).

You could also check out the successor to steam greenlight (now defunct) called "steam direct" where you can probably publish the game, get some attention and hopefully ultimately land a publishing deal.

In any case, you just accomplished a huge feat with this game from the grounds up; hats off :)

I wish you again the best of luck.

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6 hours ago, will2k said:

Congratulations Castle, that's a big milestone today :)

I see you are no longer associated with Digital Extremes and you chose the indie/solo path, dedicating all your time to this project (and maybe future ones); bold move and best of luck.

As for funding, you have the obvious kickstarter or gofundme (not sure if applicable to creative arts).

You could also check out the successor to steam greenlight (now defunct) called "steam direct" where you can probably publish the game, get some attention and hopefully ultimately land a publishing deal.

In any case, you just accomplished a huge feat with this game from the grounds up; hats off :)

I wish you again the best of luck.

Yeah, I really wanted a change and this feels right but is also probably going to break me pretty hardcore lol. But fuck it, I have been a level designer for 17 years and the UE4 engine is a beast. I have always wanted to make an FPS like this as well, seriously.

My thinking is that I spend a little more time polishing the demo and making sure it has as little placeholder 3d assets as possible. Like all of the guns should have animated view models ect. I want to get a proper automap in place, which I am already toying around with today. Then yeah, I plan to see about getting this up on Steam, doing a live stream every day of me working on the game.

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Ah, nothing to see here folks, its just one dude solo making an entire looter shooter lol :D
https://steemit.com/gaming/@thecastle/project-stray-new-build-and-patch-notes-7-17-2017-big-update


UE4Editor_2017-07-17_21-00-33.png


 

Project Stray: Trello Board

 

There are a host of new changes and updates to the game. This includes a new Trello board that I have began for Project Stray. The Trello board still needs quite a bit of love but by the end of the week we should have a pretty solid idea of where the game is right now and where its going next.

chrome_2017-07-17_21-15-41.png


 

Project Stray: Patch Notes (7/17/2017)

 


Reworked the first battle area significantly from what it was before. This was to help the first fight feel less cramped.

UE4Editor_2017-07-17_21-01-50.jpg


Implemented Automap system (New Functionality Added)

UE4Editor_2017-07-14_06-08-54.png

  • Title-screen music improperly set to not loop (Fixed)
  • Intro battle is too reliant one weapon type (Pistol) (Fixed)
  • Mouse wheel up / Down borked (Fixed)
  • Slightly increase light machine gun rate of fire (Is now 0.15 shots per second / Was 0.2 shots per second)
  • Enemies wont attack player from long distances. (Fixed)
  • Enemies should stop shooting when player is dead. (Fixed) Note: Zombies will still eat your body
  • Rockets and grenades were not causing barrels to explode. (Fixed)
  • Using a home point to replenish ammo can destroy a players corpse forcing them to lose their stuff. (Fixed)
  • Rework healing to be one item. Reworked entire recovery system. (Large rebalance change implemented)
  • Removed Armor and Ammo kits and key bindings from the game. (No longer needed)
  • Auto Regeneration now only effects armor. (Nerf to health regeneration)
  • Health and armor on the HUD need to have proper icons. (Fixed)
  • Item weight pass, making sure everything weighs the correct value now. (Large rebalance change implemented)
  • Remove auto regeneration of Ammo from the game. (Large rebalance change implemented)
  • Added a generic ammo pickup to help the player replenish ammo for long sequences. (New Functionality Added)
  • Travel spawn should not replenish ammo unless the player dies. Moving between levels should not replenish ammo.
  • Generic ammo pickup needs a proper voxel mesh (Added)

 

All Weapon have been reworked!

 

UE4Editor_2017-07-17_03-41-37.png

Pistols - (Higher res meshes created)
Pistols - (View Models Hooked up with SFX and GFX)

MagicaVoxel_2017-07-16_23-48-25.pngMagicaVoxel_2017-07-16_23-49-01.pngMagicaVoxel_2017-07-16_23-49-54.pngMagicaVoxel_2017-07-16_23-50-32.pngMagicaVoxel_2017-07-16_23-51-22.png

Shotguns - (Higher res meshes created)
Shotguns - (View Models Hooked up with SFX and GFX)

MagicaVoxel_2017-07-16_23-52-03.pngMagicaVoxel_2017-07-16_23-52-59.pngMagicaVoxel_2017-07-16_23-54-35.png

Rifles - (Higher res meshes created)
Rifles - (View Models Hooked up with SFX and GFX)

MagicaVoxel_2017-07-16_23-55-38.pngMagicaVoxel_2017-07-16_23-56-14.pngMagicaVoxel_2017-07-16_23-57-57.png

Heavy Weapons - (Higher res meshes created)
Heavy Weapons - (View Models Hooked up with SFX and GFX)

MagicaVoxel_2017-07-16_23-58-41.pngMagicaVoxel_2017-07-17_00-00-05.pngMagicaVoxel_2017-07-17_00-01-20.pngMagicaVoxel_2017-07-17_00-02-27.png

Advanced Weapons - (Higher res meshes created)
Advanced Weapons - (View Models Hooked up with SFX and GFX)

MagicaVoxel_2017-07-17_00-04-51.pngMagicaVoxel_2017-07-17_00-06-29.pngMagicaVoxel_2017-07-17_00-07-52.pngMagicaVoxel_2017-07-17_00-09-52.png

Grenade Launchers - (Higher res meshes created)
Grenade Launchers - (View Models Hooked up with SFX and GFX)

MagicaVoxel_2017-07-17_00-11-15.pngMagicaVoxel_2017-07-17_00-17-32.pngMagicaVoxel_2017-07-17_00-20-18.png


More to come next week!

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On 7/18/2017 at 6:55 AM, clankill3r said:

Looks great. I think some green glass on the scope would look nice.

I wrote this down in my notes. Once I get the first level all arted up I will spend some time to polish existing content.

UE4Editor_2017-07-20_19-07-31.png

So far so good. I am making headway on replacing the blockmesh gray box and turning it into a visual feast. This now has lighting, particles and music. This is the entrance into the dark base!

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Its a pretty big undertaking right now to get art in place for this level in less than a week. As of now I am at the halfway mark. I feel like I should be able to have the entire level in an arted out state in a couple of days. I also plan to start doing some animated GIFs soon. So you can see the game in action a lot more.

UE4Editor_2017-07-22_05-48-42.pngUE4Editor_2017-07-22_04-15-56.pngUE4Editor_2017-07-22_04-16-20.png


 

You can support this project by simply following me and upvoting me on Steemit! https://steemit.com/gaming/@thecastle/7t4n31-project-stray
I regularly do dev streams here: https://gaming.youtube.com/c/CastleDoes/live
(4:00 PM EST Weekdays)
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