PixelPerfectPolygons 107 Report post Posted June 30, 2016 (edited) Our mud material in progress. We should have more to show this week. Edited June 30, 2016 by PixelPerfectPolygons 2 Vorontsov and TheOnlyDoubleF reacted to this Quote Share this post Link to post Share on other sites
PixelPerfectPolygons 107 Report post Posted July 2, 2016 (edited) I've negotiated the involvement of an artist that has contributed to some AAA games and upon hearing the internal details for what we're planning for this game, they decided to jump aboard Our Ghosts of War. Today was their first day on the job and they've been tasked to create Point Du Hoc. This is their progress for the day. I'll keep you updated. Edited July 3, 2016 by PixelPerfectPolygons 2 Zarsky and TheOnlyDoubleF reacted to this Quote Share this post Link to post Share on other sites
PixelPerfectPolygons 107 Report post Posted July 4, 2016 Reworked the scale a bit to make the cliffs bigger and more authentic to real life. 1 TheOnlyDoubleF reacted to this Quote Share this post Link to post Share on other sites
PixelPerfectPolygons 107 Report post Posted July 5, 2016 Important update. I've reached out to 3 artists involved in AAA development. Great all around talents whose help the project could definitely use. Although they're interested in contributing to Our Ghosts of War they're hesitant to join until we show some gameplay. So Alireza is banging out a 1024 x 1024 level that we're going to apply all our finished gameplay to. It's a simple level divided by a river in the middle. This level should be done in 2-3 days and then forwarded to our coders who will begin to apply all the gameplay systems they've created so far to the level. We'd then run some multiplayer tests and based on crits from inside the team we would continue to refine our gameplay. After reviewing performance issues, Alireza would make a new 2k map and we'd repeat the process. This is important because as we increase the scale of the game the odds of players running into each other shrinks dramatically and that's something we need to consider as it directly affects the feel of the game. Once we expand that to 400km2 the experience will become far different than something like Rust or Ark which usually have far, far smaller map sizes. 3 Zarsky, TheOnlyDoubleF and ChA1NsAw reacted to this Quote Share this post Link to post Share on other sites
Beck 2,552 Report post Posted July 6, 2016 This project is insane in scope. It seems like you really have the drive to do this so I hope the gameplay gets nailed so you can do well. Good luck. 1 TheOnlyDoubleF reacted to this Quote Share this post Link to post Share on other sites
PixelPerfectPolygons 107 Report post Posted July 7, 2016 So animations... Our plan has been to scour the net first to get the basic animations we need like walking, running, crouching, going prone, etc. Both the Unreal Marketplace and the Unity Asset Store are great resources. Retargeting purchased animations requires a skilled hand and our rigger Dragan has done a wonderful job of rising to the occasion. I couldn't be more proud to have him on the team. Once we incorporate all the relevant animations from the Marketplace and Asset Store we'll do an inventory of the animations that still need to be completed. With that list in hand we'll begin our hiring process to get someone on the team that could take care of that for us. We'll see how it goes although I have a few really good looking reels and portfolios bookmarked. 2 TheOnlyDoubleF and Zarsky reacted to this Quote Share this post Link to post Share on other sites
PixelPerfectPolygons 107 Report post Posted July 9, 2016 Bao is working on the shaders for one of our base characters. He is still sorting out the German uniform at the moment. 2 Beck and TheOnlyDoubleF reacted to this Quote Share this post Link to post Share on other sites
PixelPerfectPolygons 107 Report post Posted July 24, 2016 (edited) 07/24/16 UPDATE Video of Tank Treads in Operation + Physics https://i.gyazo.com/44ad772dd83f4208acad97f115d697a8.mp4 Edited July 24, 2016 by PixelPerfectPolygons 4 Beck, Seldoon182, Vorontsov and 1 other reacted to this Quote Share this post Link to post Share on other sites
Em' 458 Report post Posted July 26, 2016 (edited) That's some crazy project ! Grew up in Bayeux, Normandy, you are doing a good job Edited July 26, 2016 by Em' 1 TheOnlyDoubleF reacted to this Quote Share this post Link to post Share on other sites
PixelPerfectPolygons 107 Report post Posted July 28, 2016 Thanks! Tank Treads Rigging 1 TheOnlyDoubleF reacted to this Quote Share this post Link to post Share on other sites
PixelPerfectPolygons 107 Report post Posted July 30, 2016 (edited) Bird Flocking in progress. ttps://zippy.gfycat.com/LinearDazzlingChrysalis.webm Edited July 30, 2016 by PixelPerfectPolygons Quote Share this post Link to post Share on other sites
PixelPerfectPolygons 107 Report post Posted July 31, 2016 (edited) The old system used ISM (Instanced Static Mesh Components) but the new one just uses normal skeletal mesh components. There isn't another way of having birds with animations from the best of my knowledge. Here's a new update. They avoid buildings as you can now see. If someone knows another way of having bird animations but with a cheaper solution then please let us know. Edited July 31, 2016 by PixelPerfectPolygons 1 MaikelOrtega reacted to this Quote Share this post Link to post Share on other sites
PixelPerfectPolygons 107 Report post Posted August 4, 2016 Finished Character! 9 Zarsky, MaikelOrtega, Beck and 6 others reacted to this Quote Share this post Link to post Share on other sites
Beck 2,552 Report post Posted August 4, 2016 Very nice! Quote Share this post Link to post Share on other sites
PixelPerfectPolygons 107 Report post Posted August 6, 2016 (edited) Bazooka WIP! Edited August 6, 2016 by PixelPerfectPolygons Quote Share this post Link to post Share on other sites