Jump to content
  • Advertisement
Sign in to follow this  
  • entries
    33
  • comments
    4
  • views
    3133

All about the new BIZARRE video!

GameDev2017

713 views

The new sprint starts today. We've done a lot during the last 4 weeks!

We deployed the game on our mobile phone and fixed some bugs. Charly Clearwater is looking good in UE4 now! All his textures and maps look fine. All his animations run fluently.

He's now able to walk and run when reaching some defined speed limits. (Blueprint)

He is also able to recognize a stair and to use the right animation when climbing upstairs or downstairs. (C++ and Blueprint).

Clearwater can now pick up objects from the environment and can save them in an inventory. (C++ and Blueprint)

For the new video, the main-character Charly Clearwater must also learn to shoot in all directions when a button is pressed. A topic for the current sprint.

Another thing is the game controller. We want to make it easy for the player to move the character, to open the inventory, for example, we want to make it easy to interact and play (on the mobile phone).

For that reason, we'll integrate a simple game controller, that is to use and to learn as easy as possible. Simple HUD's will stay in the background, won't disturb the player, but will be there when necessary.

The player will get introduced to these elements during the first scene of the game and can use them later whenever he needs them.

The new video is going to happen in his apartment, the first game scene. The place where the player is going to learn more about the character Charly Clearwater himself, more about how to play him, how to handle the game elements and the game controller, etc.

Plus, the apartment is still incomplete, so we need to model a lot of furniture and objects during this sprint to finish both the videos location and the first game scene.

Why the new video? We want to show you what kind of game BIZARRE is. Who main-character Charly Clearwater is. And what kind of quality the game is suppose to have.
Call the video "Get to know BIZARRE". :-)

That's our plan for the next 4 weeks.

 

 



0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By Evan Lawrence
      I'm wondering if anyone has encountered this, or found a way to resolve it. 
      I'm working on a FPS prototype in Unreal Engine 4 that allows a character to shrink down to the size of a dust-mite. 
      The character starts slightly oversized, at 3.0 uniform; however, when shrinking, it seems like anything past 0.1 has no effect. It doesnt seem like I can shrink the characters perspective past that, even though I'm "technically" shrinking to 0.01 and even as far as 0.001. No difference.
      Now, from a third person perspective, I can get an NPC to shrink right down and out of site if need be.. I'm thinking it may be some limitation with the camera.
      Can anyone think of any ideas to solve this, without starting with a word  at a much much larger scale?
      Thanks in advance,
       
      -Evan
    • By Volts Pots
      Hello guys,
      Not sure if this is the right forum, but I'll post it anyway.
      I have recently started working on a game which I was originally planning for a PC (using unity).
      The game is an orthographic top-down run and gun and heavily relies on movement controls.
      Now due to budget limitations I am thinking about going mobile first.
      However, when I started investigating the development of the on-screen joystick for a mobile game, I found it extremely poor, annoying and limited.
      I tried several "classic" sega ports and they were extremely difficult and frustrating to control (especially remembering that I played these classics as a kid and never got frustrated).
      Is this simply a bad example of the joystick? Are there any good games which I can look at as an example? Or is this really as good as it gets for touchscreen devices?
    • By tspartant
      Hey everyone! My name is Ryan. 
       
      Visualistic Studios is looking for experienced developers of all talents to join a game development team focused on completing contract work for compensation. 
       
      Work Description
      Typically you will either be assisting the team or working on your own contract.
      We usually bid $16-$25/h, however contracts can go above and below that so all pay grades are welcome, just be realistic. 
       
      Short Term Contracts
      Long Term Contracts
       
      We have the highest priority for these skills right now
       
      Programming - Unity, Unreal Blueprints
      Environment Artist
      Character Artist
      Character Animation
      UI Artist
      3D Asset Optimization
       
      VR/Mobile experience is a plus. 
       
      The Process 
      All communication is done through discord. All tasks and design documents will be laid out in "HackNPlan" for organization. 
      Initially, you'll get in contact with me and answer a few questions so I can get a scope of your experience. Afterwards, our outreach team will start looking for jobs that fit your description. Nothing is guaranteed, but if we know you're interested we can start looking 
       
      Our Experience
      For the past 3 years I've been working in game development contracting, and the past year I've been working full time from home. Since then, I've received more and more contracts and I'm now at the point that I have too many for myself to handle. This sparked the idea of creating a game development team for contract work! I've also been running my own hobby company for 5 years, and have a lot of experience in team management. 
       
      Get in contact!
      Please fill out this form so we can get all of the information out of the way, then we'll get in contact with you!
      Thank you everyone for reading, hope to hear from you soon!
    • By khawk
      Today Epic announced that throughout 2019 they will be launching a large set of cross-platform game services built originally with Fortnite. These services, built across 7 platforms and tested with over 200 million players will be free for all developers and open to all engines, platforms, and stores. All services will also be operated in a privacy-friendly, GPDR-compliant manner.
      The service will launch with a C SDK providing access to the online services along with Unreal Engine and Unity integrations.
      Services will include:
      Cross-Platform Login, Friends, Presence, Profile, and Entitlements (coming Q2-Q3 2019 to PC, other platforms throughout 2019): Provides the core functionality for persistently recognizing players across multiple sessions and devices; identifying friends; and managing free and paid item entitlements. This will support all 7 major platforms (PC, Mac, iOS, Android, PlayStation, Xbox, Switch) to the full extent each platform allows per-title.
      PC/Mac Overlay API (coming Q3 2019): Provides a user interface for login, friends, and other features in a game-agnostic, engine-agnostic way.
      Cross-Platform Voice Comms (coming Q3 2019 to all platforms): Epic is building a new in-game voice communications service supporting all platforms, all stores, and all engines, which will be available for free. (For developers needing an immediately-available voice solution, check out Discord, Vivox, TeamSpeak, Ventrilo, and Mumble.)
      Cross-Platform Parties and Matchmaking (coming Q3-4 2019 to all platforms)
      Cross-Platform Data Storage, Cloud-Saved Games (coming Q2 2019)
      Cross-Platform Achievements and Trophies (coming Q3 2019)
      Learn more from the Epic blog.

      View full story
    • By khawk
      Today Epic announced that throughout 2019 they will be launching a large set of cross-platform game services built originally with Fortnite. These services, built across 7 platforms and tested with over 200 million players will be free for all developers and open to all engines, platforms, and stores. All services will also be operated in a privacy-friendly, GPDR-compliant manner.
      The service will launch with a C SDK providing access to the online services along with Unreal Engine and Unity integrations.
      Services will include:
      Cross-Platform Login, Friends, Presence, Profile, and Entitlements (coming Q2-Q3 2019 to PC, other platforms throughout 2019): Provides the core functionality for persistently recognizing players across multiple sessions and devices; identifying friends; and managing free and paid item entitlements. This will support all 7 major platforms (PC, Mac, iOS, Android, PlayStation, Xbox, Switch) to the full extent each platform allows per-title.
      PC/Mac Overlay API (coming Q3 2019): Provides a user interface for login, friends, and other features in a game-agnostic, engine-agnostic way.
      Cross-Platform Voice Comms (coming Q3 2019 to all platforms): Epic is building a new in-game voice communications service supporting all platforms, all stores, and all engines, which will be available for free. (For developers needing an immediately-available voice solution, check out Discord, Vivox, TeamSpeak, Ventrilo, and Mumble.)
      Cross-Platform Parties and Matchmaking (coming Q3-4 2019 to all platforms)
      Cross-Platform Data Storage, Cloud-Saved Games (coming Q2 2019)
      Cross-Platform Achievements and Trophies (coming Q3 2019)
      Learn more from the Epic blog.
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!