I am happy to introduce you the FPS project I am working on with 2 of my friends: Warcry: Extermination
We have been working on it for a few years now, and decided to move to Unreal Engine about a year ago, to finalize our prototype.
The game is an old school FPS, somewhere between quake and Serious Sam, unforgiving like Dark Souls and in Dungeon like environments, that will maybe remind you Skyrim a bit.
As for any good FPS out there, the main focus is on combat, however, we haven’t neglected exploration, platforms, traps and puzzles neither! The levels can be explored freely, with many secret locations to discover.
In Warcry: Extermination, you will also be able to upgrade your weapons and acquire new powers, such as Dash, Hologram or even Slow motion. I will tell you more about it later !
And here is how it looks in Unreal Engine 4 :
We should be able to show you more next week!
Anime Maker is an ultimately simple and but powerfull crossplatform software to create animated cartoons and anime.
Download your favorite anime fanworks (characters, backgrounds) from internet, then open them with Anime Maker to create an Anime from them!
Anime Maker offers shot based timeline management with 27 image layers, simple BONE ANIMATION for moving your heroes, dozens of effect including fire, water, snowfall, fountain, and refraction.
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Anime Maker offers all the feature that required to create an anime, including the folowing:
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I need some help determining which methods of path finding i should use. The scenario is that i want 100-1000 agents (with steering behaviors) moving to a single location (the player) via a flow field. I am currently following this PDF for guidance (Supreme Commander 2 Pathfinding) but a lot of the technologies they use are meant for an RTS. Different groups of agents often have different goals to move toward to. Since i have a single, consistent goal, would i still implement things like an A* search through sectors based on an agent's location in the map (there's a lot of agents so..), or would i simply generate the flow fields in the sectors that are occupied?
Basically, since i have a single target at all times, which technologies should i use and which should i forget about