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ItzOmega

[UE4] Western Recall

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Hello again!

 

Our project is getting close to the final part and most of it is already finished. All our custom robots are implemented and fully functional, and both out of our levels are going to be finished very soon.

For now we are testing everything to see if we need to change anything or if something is not working properly.

On both levels we still need to do a lot more set dress, but the playable part is finished and the game itself is fully playable from start to end.

 

Some WIP Village level screenshots:

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On the Saloon level, the 1st dressing pass is completed, and we are now working for a proper lighting, while we test everything is working good.

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The character team is now working to texturize all the robots in the planned time, so that we they are finished we will only have to import the textures to the editor and will be ready to go.

These are the ones left to share with you guys:

Male biped

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Big bot

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We have just 10 days to finish this project and everyone is working hard to get everything in time. Once it is delivered we don’t know if the school is going to do something with it, but we surely try to get it to the official Robo Recall page, and will also post it online so that anyone who has Oculus can try it.



 

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Back again!

We have almost finished the project and everything is now being prepared to show all the work we have done. We are going to post breakdown, assets and all the stuff in a few days so that you can see the way we developed this project and what we have achieved in these 3 months that lasted.

The game is now fully completed and playable, and we have finished all the robots and tweaks.

These are the last robots to show fully texturized

 

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The mod is going to be uploaded very soon so that everyone can play and test it.

 

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It is very interesting to follow this progress, thanks for sharing! I really enjoy watching these updates. It looks beautiful, fun and interesting!

What I would love to see is some dust/fog on the background to set some mood to the enviorment and to blend the playable area with the background. Right now it feels a litle plain and not like a believable place. It would be nice to get a feeling of being in a small western town in a super large desert.

There is not much use of color I see, is this on purpose? When thinking about western towns I think of those big colorfull signs that say 'saloon' or 'bank' and etc. I can image signs like that on the buildings but then maybe digital to make it more futuristic, though not sure if this will become distracting.

Anyways good work! And goodluck with finishing it

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Thank you @Roald!

The things that you are saying are true but we also have to keep in mind that this project is a VR shooter game, not a 3rd person or a FPS one, so when you are playing both levels with the Oculus the feeling that you get is completely different from the still images you have on UE4. For example, if you modify the ground in the level, when you are doing it, it doesn't feel you are modifying much, but once you put on the glasses and start to play it, you are looking are the same but x4 or x5 times more inclined than what it really is, so we have to careful with that (It has to do with something about vision in a VR that gives you a fisheye effect that you don't have in real life).

Beside that, we also have to be careful with what is seen in the screen while you play, if you put too much things in the scene the computer is going to slow down so much and you won't have a good experience. Also, as it is a VR shooter and you always have a lot of robots and things coming to you, you don't pay attention to the details and things around the scene like in other games, so that's why we try to keep everything simple and clean.

The color palette it is a nice observation, and it is something we could have done better. The problem with this is that we are so many people in this project, and it is not a professional project, more like a class project in our school, so the standards and everything have not been as high as something professional should have, even though it is what we aspire to. We tried to create everything with the same art style, which is a complicated thing to do since almost none of us still don't have experience in the sector, and with the short time given (Just 3 months) we didn't have much opportunities to change things.

For now the project is not going to change much more, as we need to deliver this project this next week, and everyone is now busy creating their Artstation posts and Demoreels. We just had 3 months to create everything form scratch, so we consider it could be better but it has been a great project in such a short time.

The goal for our school now is to show it at different expos and education fairs, so maybe in the future we will be able to make it better!!

I will post final renders and gameplays this next week so for everyone who doesn't have Oculus glasses can see and experience what it feels to play it. If aneone has some question just ask :)

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That looks cool, but also REALLY dark.

The contrast is completely fucked here https://lh6.googleusercontent.com/MAUY0XFtFb8re6df2lJuBw1WBcMW91j_FhBYjAHKakb96mkOtMC87TrB3gv4sUKsAGeYhQXwnxVOs6USNXIXNifdwev2s4d7E2eqerxrM_Sn8tl2Ykf0UJkNrcTACygSSACcu2mu

This is a desert with no clouds, it's supposed to be super bright, yet the blacks are clipping like crazy. This kill most of your detailling.

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Yeah @Klems, we tried to fix it and in the final build it doesn't have as much contrast as in this one. Also everything looks so much better when playing with the Oculus rather than with the screenshots straight from UE4.

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