
This is a holding thread, will be updated in 5hours once the theme has been released. I will have screenshots and video of the models I am making available for the gamejam. So check up in a few hours.
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This is a holding thread, will be updated in 5hours once the theme has been released. I will have screenshots and video of the models I am making available for the gamejam. So check up in a few hours.
So, the game we made for our "Week of Awesome" entry has finally been put up on greenlight. We have been working for several months porting it over to UE4 since the project was left aside when the primary programmer got hired on for Arma. Now that has been completed I now have a new team and we are moving development to UE4. We have all the primary systems over, but I am redoing the artwork to ensure fits with UE4's pipeline and fits well with my desires for the games look/feel. If you want to give us some support head on over and click the vote button:
http://steamcommunity.com/sharedfiles/filedetails/?id=448884478
Here is a snippet of what the games premise is:
Born from a passion to have a quality farming game on the PC, we bring you "The Harvest". However, why stop with farming when you can add espionage to the mix, throw in some magic and perhaps a dastardly deed or two as well to spice up your life.
Having graduated from your training as an agent for the kingdom, you have been dispatched into the world to make a difference and benefit the kingdom. Your first posting is to a neutral town settled in a deep mountain valley and resting right in the middle of the only mountain pass between your kingdom and the neighboring nation. A small plot of land has been purchased on your behalf for you to establish your deep cover identity as a new farmer to the area, engage with the locals, watch for incursions by the opposing kingdom, sway opinions to your advantage and find new opportunities to push your country's agenda. Amidst all of this, unsettling signs of darkness are making themselves known.
And the video from the actual week of awesome.
So, this week I have participated in my first ever KS.
If you are interested show us some support and get a package! Comments welcome!
So, the following will be a comprehensive guide to what went down this week, the good, the bad, the ugly!
THE GOOD:
Production times were fairly fast. Within a day we had a prototype in place and the level was detailed to its most basic form. We wanted a simple puzzle game where you used light to kill zombies who were attacking you. You could not kill the zombies directly, but rather you had to use the environment to make these things happen. I felt this was a solid concept and went running with it within the first day or so. Luckily I had this week off so I had plenty of time to just sit back and gamedev. However, I did have to remove two days of game dev time to assist with some social life stuff. So here is the list o things that went well:
In-game commentary on how the levels were designed:
Look at the two primary characters art assets/animations:
https://dl.dropboxusercontent.com/u/41065/LightOfFelin.zip
Link for the dl, and I am done.
KEY FEATURES TO NOTE:
So, with all the madness and my really locked down schedule I have not made a post everynight. However, this is going to be the ONE big post before the final post tomorrow. So lets go over what has changed:
So, no day 2 entry because I honestly went to bed at 5am after 15 hours of dev. However, today I come to you with a sweet and sexy video! The following are the changes we have made thus far:
This day has been fairly productive. The following is what we were able to complete:
So, after the theme drop I feel pretty good about our concept. We will be using UE4 and focusing on the core elements first. This might be the first year I actually stick 100% to the theme. My first task was to setup the repo (P4) and then establish our tasking on the task site we use (activeCollab). From there I went right to work with getting the concept art for the main character. This is what I came up with:
More art to come over the course of the night! :)
Been an interesting weekend. Spent three days making a game for another gameJam. It was rather challenging since I had to create models for stuff that I had yet attempted. Our entire mesh was disjointed and parted out. Each mesh with its own bone set and animations. This caused for some interesting gameplay, but allowed for us to have physics on every bodypart. This means flying swords, arms, legs, you name it!! We went ultra simple with the concept and I kept my art to simple shader stuff. I think it turned out okay for 3 days worth of work, and as usual we have something that could be shipped tomorrow. Check out the video and let me know what you think!
Screenshots!!!
Download can be found on this site.
Been a few weeks since I have posted, mostly because work has been crazy. However, as with all my returns I come bringing gifts of visual joy!
These are dropPods that carry the robot to the ground. When you arrive at your facility you are launched from a launch station. This dropPod is how you and your friends (In MP mode) spawn into the world. We thought the process was so cool we created a button to spawn as many as we liked (without the need for a player spawn). The havoc from such things is what you see before you. However, we did find some bugs that might help us fix some stuff with the normal player spawn:
Such as, if you spawn 50 at once (have you really press hard on that spawn button to make that happen) they get stuck in the air somehow. I believe this is authentication to the server, but who knows right now! Either way, we had loads of fun and the game is really coming together now. I will probably provide a video of this entire thing in another blog later in the week.
After 3 days of putzing around with the grass I have finally created something I am happy with:
After playing with the grass I moved into making some fun stuff (this is not final but just a stress test)
So, all in all I am happy with this and can move on to the next stuff! Now for animations and shooting objects!
That is all. (seriously, that is all I have today! Im too tired for anything else)
EDIT: yes this grass has some subsurface material properties
So, most of today was spent getting the Third Person viewport looking solid. I think we have something acceptable:
[media]
I also added in the clouds to the primary level and damn they look good!
Lastly, with some help from the UE4 forums we were able to get the HSV system in place so you can modify LED color!! Now our model is damn near 100% customizable.
The goals for the following week will be to finish up all the art assets for the factory, garage, and the generic enemy. Once these are in place it will mostly be gameplay mechanics we touch to make the game fun/enjoyable for the common user. With any luck we should have a playable demo before the 25th.
A lot has been going on with the game this month. Here is a quick video showing off what I was able to accomplish today. (the music is custom and created by one of my good friends Skyler).
[media]
This shows off something we were able to get in the game today. It is a particle based cloud system that has some pretty decent performance despite being a full blown model. Here some screenies of me playing around: (cloudsim 2016 baby)
And here is a screenshot of some other work I have been doing. Clouds are not the only models I have had to add to the game this week:
The turret is fully animated and runs off of the trusty gumdrops!! We also have some Third person shooter mechanics in, but that is for another video and another blog! Thanks for reading and enjoy!
We have been fairly busy with the game and I wanted to show some progress of what is in place so far. We have added a promo video which you can watch here:
It is short and simple and will be used to gather interest early on. I know it doesnt define or explain anything (that comes when we have a few more bits of game design in), but it might grab the attention and show some flash which is all I really want to do right now anyway.
Current Gamplay in place:
By riuthamus ,
So, been rather silent as of late. Life has taken a huge toll on me and more or less stripped most of my freetime away. What time I have had available I have tried to do as much gameDev as possible. In my time away I have worked on the following:
Luckily, my exams for work have completed so I will have a bit more time. I am working to get caught up and start fleshing out the portfolio. I also want to start keeping a regular weekly blog. All pipedreams right now, but who knows what will happen as things progress. Anyway, figured I would share with ya guys where I am and how things are going. Here is a video of the devweek for that game "Pastry Party"
And, just for fun since my football team won this week!
https://www.instagram.com/p/BA8J7RUmrCz/?taken-by=riuthamus
By riuthamus ,
By riuthamus ,
By riuthamus ,
By riuthamus ,
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