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Games W.I.P Thread


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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

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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.

Edited by Castle
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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? 

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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-vantage-point-system-first-version-review/

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

 

 

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On 3/6/2016 at 4:30 PM, Hipshot said:

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.

 

 

I love this, super awesome work :).

 

I'm also gonna steal that "something happened" text haha

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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?

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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:

 

 

Edited by AtsEst
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