Jump to content
  • Advertisement

BIZARRE Sprint 35 plus 36

Hi! 🙂

First of all, a release date:


The book writing is finished. More than 400 pages of bizarre material gets published on 26 April as eBook and paperback on Amazon. 
In German. Sorry! Anybody out there for an English translation? Spanish? French? No? 😉

Plus, it is planned to publish the new GameplayVideo on 20 May. We want the GameplayVideo to show you the essence of the game, i.e. it's bizarre character as well as how the main-character Charly Clearwater is running into insanity while fulfilling the 13 wishes. We want to give you a first idea of the game's quality and what do you have to expect more or less when it is published later on. 

We got some issue fixed during the last sprints:

We adapted Clearwater's facial animations. We also improved his walking, running and stair-climbing animations. We optimized Clearwater's gunplay but haven't completed this item yet.

Unfortunately, we must fix some Bugs in Blueprint to make his gunplay behavior fluent and correct. All these different animations, from one-hand gunplay to two-hand gunplay, from reloading to shooting, from walking to aiming and, etc. must switch or toggle without ugly interruptions. We need to take account of Clearwater's movements when calculating the correct angle for shooting at an enemy.
...to name a few of the issues that need to be solved in the sprint 36.

Yes, we implemented a shooting button and a gun status bar as you can see in the new GameplayVideo. 

And yes, we furnished Clearwater's terrace and a metro, look!


We completed Clearwater's neighborhood. Say hello!

Concept art and implementation. As a player you'll be able to walk through Clearwaters world-outside later on. 

We also tried to deploy the game on the iPhone to test the implemented shooting buttons but we failed.
As it took a lot of time to find the reason for this problem, we postponed this item to a later sprint. After the publication of the book and GameplayVideo.

We made more textures cuz we love it!

Our plans for the current sprint:

  • We want to optimize Clearwater's gunplay till perfection
  • We want to re-texture Clearwater's clothes while using a much better texture tool
  • We want to proofread the book BIZARRE Episode I and we want to publish it for pre-ordering
  • We want to create destructible items and shooting visuals for the new video 
  • We want to produce a nice background song for the new GameplayVideo
  • We want to make a first test GameplayVideo to find Bugs and ugliness that we'll eliminate when found
  • We want to transfer the elements from the book into the game

The plot of the book BIZARRE Episode I is the story of the game, yes.
We want to transfer all the craziness and madness of the book into the game, although the 13 wishes from the book aren't playable. What we want to try now is to plan and to define the whole game by using the books elements because the book is the baseline for the game. Of course, the book is gonna be much more insane and horror, weirder and crazier than the game.
Therefore, it's our task to translate the craziness from the book into the game in a proper way. I mean, in a way that the game is still horror and bizarre but also humorous and thrilling, suspense-packed, etc.

We want to publish a rough draft of all game elements, all sequences and all levels that we intend to implement in the game. That's the plan. 

Have a nice week!


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 WGS_Stillwater
      Any ideas how to approach adding permanent / semi-permanent item augmentations?

      I'm trying to workout how exactly I'm going to tackle adding "consumable" and removable attachments to items and have it update the stats within the item tooltip as well. Updating the players stats is easy enough and I can spawn an emitter after the fact and attach it to the players actor at the appropriate socket. In order to attach to an actor (the item being augmented) I'd need a reference to that actor object and it appears I cannot add it as a variable and set it from the class defaults of even the base item that all the games items are children (clones) of.

    • By Harry Loretz
      Hello everyone, I really appreciate all the help i can get. I am starting to become quite well developed as a C++ programmer within the unreal engine, i am still learning though. I am looking to find some example code, and some information on how player controllers should be written in C++ within the Unreal engine with the current version of 4.23.1 too. I understand that player controllers can control inputs for a character or pawn, but i don't understand how to set this up. My real question is what Code is needed for the most bare basic C++ Player controller that functions for a character? Please help.

      Thankyou for reading.
    • By DVeNom
      Hello, my name is Sean, and I and my friends are putting together a team to create a MMORPG through UE4.
      As of right, it's all volunteer work. As we are wanting in the future that it will turn into something that people will want and love. If so all the people who volunteered will see their fair share. Even if this volunteer work it's also a great chance to show your skills and learn from other volunteers who joined the project. It's a chance toincrease your resume on what you learned and what you have improved.
       The concept of the game is an RPG. I'm taking inspiration from games like Warcraft, Elder Scrolls, Destiny, and Fabled. While still creating something new and refreshing. We are creating the lore from beginning to end. This game will be story driven along with multiplayer components. There will be objectives to do every week to keep you coming back. I'm going for a rich narrative to have the players really get into the world that we are creating. There will be Dungeons, Raids, PvP, World Events, and Seasonal Events to have players always wanting more. 
      We have made a lot of progress on the game front. Login screen, creation screen and are able to log into the demo world. Programmers are working on Gameplay mechanics right now. We are looking for extra hands on 3D modelers, level design, a UI design, and Theorycrafters and that will wrap up the team completely. Down below is our folder of our concept art.
      If you are interested you can message me through email at ssingl2583@my.sullivan.edu
    • By Ace001
      Will you suggest some C++ video tutorials that would be beneficial to me for reviewing beginner level C++ usage in game programming and for escalating my C++ skills to an intermediate level of understanding?
    • By khawk
      Kicking off Unreal Academy London, Epic Games today announced the acquisition of Quixel, creator of the world’s largest photogrammetry asset library and bundled toolset, with all Quixel Megascans becoming free for all use with Unreal Engine. In addition, Epic announced significant Unreal Engine developments that streamline functionality to offer elegant solutions for creators across all industries.
      Free access to Quixel
      Founded in 2011, Quixel’s products include Megascans, an extensive library of 2D and 3D photogrammetry assets, supported by companion applications Bridge and Mixer. Leading game developers, filmmakers, and visualization specialists use Quixel Megascans assets to craft blockbuster games (Metro Exodus, Destiny 2, Battlefield V), animated entertainment (The Jungle Book, Black Panther, The Lion King, Pacific Rim: Uprising), and lifelike scenes through high-quality content and access to a vast array of tools. Quixel’s primary operations will remain based in Sweden, with over 100 employees across six countries joining the Epic Games team.
      “Building photorealistic 3D content is an expensive endeavor in game development and film production. By coming together with Quixel to make Megascans free for all use in Unreal Engine, this level of artistry is now available to everyone from triple-A studios to indies,” said Epic Games Founder and CEO Tim Sweeney.
      “Our mission at Quixel has always been to make the world more accessible for everyone through ultra-high resolution scanning. As part of Epic Games, we’re now able to accelerate this vision as we grow the Megascans library, speed up the development of Bridge and Mixer, and improve integrations with all major 3D software and renderers,” said Quixel Co-founder Teddy Bergsman.
      As part of making the Quixel Megascans library of more than 10,000 assets free for use with Unreal Engine, ten high-resolution packs have been shared today for free on the Unreal Engine Marketplace, as well as a collection of assets from the popular Iceland collection used in the “Rebirth” cinematic short. Additional asset packs will be made available for free on the Marketplace at a future date within the Unreal Engine 4.24 release timeframe. 
      Quixel Mixer and Quixel Bridge are being made available for free to all, regardless of engine choice or license type. In addition, all Quixel Megascans users can look forward to more downloads per month and more generous license terms. 

      Unreal Studio for all
      Epic also announced more streamlined features and workflows that advance Unreal Engine for all creators. Starting with Unreal Engine 4.24, features such as the Datasmith suite of plugins, static mesh editing, and the Variant Manager -- previously available through the free Unreal Studio beta -- now ship as part of the unified binary tool. As a result, all Unreal Engine users will now have access to the same features, regardless of industry and use case: games, architecture, automotive and transportation, film and television, broadcast and live events, as well as training and simulation—with the entire community benefitting from a more diverse user base with transferable skills. 
      As a result of this shift, the Unreal Studio beta will be retired upon the release of Unreal Engine 4.24. Users remaining on Unreal Studio 4.23 or earlier will be able to continue using the product, however Epic will no longer release new versions or offer further support. The Datasmith plugin for 4.19-4.23 will be made available for all users for free on the Unreal Engine Marketplace.

      Unreal Engine 4.24 highlights
      Available now in Preview 1, Unreal Engine 4.24 ships with many upgrades and new features, notably:
      New nondestructive, layer-based Landscape workflows enable more interesting and engaging outdoor environments where the terrain automatically adapts to other elements in the world. 
      The Sky Atmosphere component generates a physically-accurate sky that can be updated dynamically depending on the time of day, and it can be viewed from the ground or from the air to create realistic-looking planetscapes. 
      The new experimental strand-based hair and fur system brings characters to life with realistic, flowing hair. 
      Screen-space global illumination allows for natural light-filled spaces using fewer resources.
      The Live Universal Scene Description (USD) Stage Actor creates a direct link to the USD file on disk for faster iteration and better collaboration. 
      Project creation workflow now includes a wizard-style workflow centered around the industry or type of project you are creating so you only see relevant settings and tools.
      The Future of Twinmotion
      Powered by Unreal Engine, Twinmotion is a highly intuitive, high-quality solution for fast and easy real-time visualization for architecture, construction, urban planning, and landscaping. 

      Previously, Epic had announced that Twinmotion would remain free until November 2019; once downloaded, the free version can be used indefinitely. Today, Epic is extending the free availability until the next release of Twinmotion, which is anticipated to ship in the first quarter of 2020. The new version will offer even greater photorealism, improved assets, tools to facilitate collaborative workflows, and more. 

      View full story
  • Advertisement

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!