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Found 412 results

  1. Omniscient Games

    Horror Game Development Process?

    I want to create a Horror Game for either PC or Mobile, but I don't know where to start. I have more experience in Unreal Engine than Unity, however, I see a lot of Horror Games created in Unity especially for Mobile. Which engine would be better for developing Horror Games? What is the design process for developing a Horror Game, for example; Planning, Research, Ideas etc?
  2. A global update for the "Character Interaction" package has been released. For more information click here. https://www.unrealengine.com/marketplace/character-interaction
  3. Hi! In my previous post I told about my game Chronicles of cyberpunk and here I will post updates about the second part of this game Chronicles of cyberpunk: Awakening. It will be on Unreal Engine and I am working on it since January 8, 2017 (and the first part was released on January 7). This is an independent game, you don't need to play the first part to understand what is happening, since there will be a brief retelling of the events of the first part in the beginning twitter
  4. Hi all, I'm on the team that is working on Scene Fusion for Unreal. I have a little showing off to do: Real-time collaboration in VR! We are starting our alpha next week. We have quite a few signups to get through but if you're interested we have a sign-up sheet here: https://www.kinematicsoup.com/scene-fusion/unreal-engine-signup
  5. Hi! Could someone suggest a solution for my problem? I am new to the UE4. I want to start developing an app. I need a texture of R16_UINT texels. It is an index in a shader, which maps other texels from a next resource (indirectly). How can I load such type texture to the engine? This type would be optimal for me. (or how to replace the idea?) It looks like the UE loads .tga files, wchich do not support it.
  6. Hi, my name is Carlos Coronado, I am a gamedev. Recently (April 2018) I released Infernium for Steam, Humble, Switch and PS4 using the Unreal Engine. I've got a lot of questions asking me via twitter how I released solo the game on Switch, and I figured out it would be cool if I could explain it in a video! Oh, and I also invited Alexander, ex community manager of Epic Games to help me explain the feedback. Anyways, I hope you find it useful Cheers, Carlos.
  7. Hello all! Unreal Question: I am wanting to make a inventory screen that when opens, the camera zooms in to a close-up of the character, pauses the enemies and environment, but keeps the character's idle animation. The player would be able to equip items and see them appear on the character in real time. However, I don't want an enemy running up and killing the player or an environmental hazard killing them. If something like that is possible, how would one achieve that? Here is a similar look of what I want to accomplish (I'm assuming this is a MMO so the game isn't actually paused, but this is similar to the look I want) However, I could settle for something like Destiny's menu, where the character model appears in the menu and not a camera change, but changes are reflected when items are equipped: Let me know if I can better clarify anything, and thanks in advanced!
  8. I don't know if it is even possible, I don't know nearly enough about UE4 to make that assessment. What I need is a sphere collisions, from the inside of the sphere. I was thinking it would be great if I could use USphereComponent for both collisions on the inside and outside of the sphere. This obviously doesn't work out of the box for the inside of the sphere. From some cursory reading of the API regarding USphereComponent and FCollisionShape it doesn't seem to be a straight forward task. What am I looking at, for such a solution that offers collision hits when leaving a shape?
  9. I'm working on a project that needs the player to be able to paint their avatars with colours. I've gotten started, and implemented a solution of sorts. Basically I raytrace to the target material, then call my Draw on Surface function which splits the parameter color into the three channels. Then sends those three channels to their respective UCanvasRenderTarget2D resources. The problem is that in order to paint in multiple places I need to use additive, and with additive enabled any colors I paint combine to make white. That is if you paint in one spot long enough the result is white on the material. I would love to either: A) Paint colored pixels directly to a UCanvasRenderTarget2D B) Limit the alpha in each channel's UCanvasRenderTarget2D Either would result in the exact color needed being painted, only to be replaced or surpassed if the color is changed. Ideally by lerping towards the new color. So I'm kinda at my ropes length, can someone help? Here is the implementation in order {1,3,2} //sorry
  10. Doyu

    UI Design Widget Kit for UE4

    Simple UI Design Widget is user interface set for your UE4 projects and created entirely with Blueprint classes. Simple UI Design UMG contains various user Interface styles which consist of common popup, scroll, text input, slide, radio button, drop down box, toggle button, check box. Features: - It is created entirely with Blueprint classes - Full mouse and keyboard key binding - Common popup, scroll, text input, slide, radio button, drop down box, toggle button, check box style UI - Accept, default and cancel button function - Responsive UI design - UI sound effects ( common popup, warning popup, success popup and click ) - More than 40 high resolution images Quick Preview: Marketplace Page : https://www.unrealengine.com/marketplace/simple-ui-design-widget-umg
  11. Doyu

    Fishing Basics for UE4

    Fishing Basics is a simple fishing system for Unreal Engine 4 (UE4). It is created entirely with Blueprint classes and developers can easily customize them. In this project, you can throw a hook and lines into the water at the desired distance and direction and reel the line. AI fish behave in Roam and Chase state. Also, the fishing rods are animated into Idle, Bite and Hook state depending on the situation. Features: - A user can spool a spinning reel which has transform animation - A user can throw a hook and lines into the water at the desired distance and direction - Two AI Fish mode (Roam and Chase) - Three Fishing Rod mode (Idle, Bite, Hook) Quick Preview: Marketplace Page : https://www.unrealengine.com/marketplace/fishing-basics
  12. Doyu

    UI Design Widget Kit for UE4

    Simple UI Design Widget is user interface set for your UE4 projects and created entirely with Blueprint classes. Simple UI Design UMG contains various user Interface styles which consist of common popup, scroll, text input, slide, radio button, drop down box, toggle button, check box. Features: - It is created entirely with Blueprint classes - Full mouse and keyboard key binding - Common popup, scroll, text input, slide, radio button, drop down box, toggle button, check box style UI - Accept, default and cancel button function - Responsive UI design - UI sound effects ( common popup, warning popup, success popup and click ) - More than 40 high resolution images Quick Preview: Marketplace Page : https://www.unrealengine.com/marketplace/simple-ui-design-widget-umg View full story
  13. Doyu

    Fishing Basics for UE4

    Fishing Basics is a simple fishing system for Unreal Engine 4 (UE4). It is created entirely with Blueprint classes and developers can easily customize them. In this project, you can throw a hook and lines into the water at the desired distance and direction and reel the line. AI fish behave in Roam and Chase state. Also, the fishing rods are animated into Idle, Bite and Hook state depending on the situation. Features: - A user can spool a spinning reel which has transform animation - A user can throw a hook and lines into the water at the desired distance and direction - Two AI Fish mode (Roam and Chase) - Three Fishing Rod mode (Idle, Bite, Hook) Quick Preview: Marketplace Page : https://www.unrealengine.com/marketplace/fishing-basics View full story
  14. GameDev2017

    a BIZARRE Status Report 2018

    It's damn hot in Germany! Isn't it the same for u? Over the last four weeks, we've mainly sweated, but we managed to do some gamedev stuff, too! Now and then. 😉 First, we did a Status Report video, in which Charly Men talks about the achieved game successes of the last year as well as about all set targets till next year in July approx. It’s a summary in which you can consume all important facts about the game in “only” 10 minutes. We continued painting walls but that’s not new at all. It’s a tricky mission that will last weeks. We also continued fine tuning Clearwaters shooting behavior. We modelled a gun. The gun that, shot by an unknown, will hit Clearwaters head in the first scene. From then on, Clearwater will start receiving bizarre visions. We modeled a one-handed shooting animation in which he is also walking, and we created a more accurate shooting animation holding the gun with both hands. We adapted his hands and fingers to the new gun and attached the weapon to his hand via envelopes. We created some new facial animations for Clearwater, all relevant for the video. We want to make a drama out of the thing and keep the facial expressions hidden, just until the new video is published. 😛 The book writing is stopped at the moment as no one can write absurd horror scenes at 35 degrees. The sun, all the flowers, baby ducks and sun cream. Come on!!! What to do in the next 4 weeks? We continue texturing the game environment of the first game scene. We want to switch between the one-handed and the both-handed shooting animation. We need to program that in UE4. We must check out how he can use his gun best. We want to create a first test sequence for the new video in Clearwaters apartment. From the videos beginning till its end. Did we miss something, do we need more animations, more code, more texture? It’s time to think about the background music for the new video. How would the BIZARRE music sound? Continue writing the book BIZARRE Episode I as soon as the baby ducks get older. Now then, ladies, let's get in the pool!! 😄
  15. Hey, everyone, I'm a new in this forum and I'm Italian, sorry for my bad english. Alright, I'm developing a fangame with an other girl and this is our project https://smancini93.wixsite.com/rayximdream. We're looking for 3D and 2D artists, a musician or sound design who use FL studio or a specific program for making ost and I'm using UE4 and I'm looking for a c++ programmer or Blueprint and a Level design. if anyone is interested can write me on facebook https://www.facebook.com/samanta.mancini.3 or on discord Misaki #7742 . No time wasters.
  16. Omniscient Games

    Horror Game Development Process?

    I want to create a Horror Game for either PC or Mobile, but I don't know where to start. What is the design process for developing a Horror Game, for example; Planning, Research, Ideas etc?
  17. Hello once again to this entry to our devblog. This one will show the basics how we reworked the compound clouds to look - let's be honest - a lot better than they did before. The last version consisted of one class CompoundCloud which was represented by a procedural mesh component. That one started out as a simple cube and then offset the positions of the vertices by a randomly chosen amount between two previously chosen values. That looked... functional at best. And interaction with the player was pretty much not practical and computationally expensive. So the next idea we came up with was to make a cloud of sphere meshes and just have the player collect every one of those. This resulted in a new hierarchy. At the top there's still the CompoundCloud but it now has an array of Compound_ParticleComponents for its representation. Each one of those has a sphere mesh to handle collision and a particle system to look pretty. A short demo of the new system can be found here. We should probably start with the particle system. Not many steps requiered here. 1. Create a new particle system 2. Click on "Required" and in the first section ("Emitter") set a material (will be shown later) and the Screen Alignment to "PSA Rectangle" (this might not make a difference to the standard but it's set to that for our system). Then scroll down and set a cutout testure in the section "Particle Cutout". We used our heart icon you might have seen in one of our update videos. (we also changed the background color to something light so you can actually see what is happening) 3. Click an Spawn. There's a little more to do here. First of all set the rate in the "Spawn" section to "Distribution Float Uniform". Same for the rate scale. Play around with the values a bit or just take what we got there. Next set the particle burst method to interplated. The burst scale distribution should be "Distribution Float Particle Parameter". Once again play around with the values until you have something you like. 4. Go into "Lifetime" and set Min to 2 and Max to 1.1 (Again, once you're done with this tutorial just play around with this values) 5. Go to "Initial Velocity" and reduce the Min and Max values. We recommend between 2 for all Max and -2 for all Min. This will keep your particles closer together and not have them shoot in one direction. 6. Next up add a seeded initial location and set its bounds to something you like. 7. And the final step is to add a seeded sphere. You should now have something roughly looking like this. The Material: (absolutly nothing special) Now for the interesing part: The code. This is perfectly doable in blueprints, too but since we're mostly working in C++ I'll show how we solved it in code. I'm also only gonna show the constructors of the CompoundCloud class and the Compound_ParticleComponent class since this tutorial mostly deals with the look of the clouds. If you're interested in how any other part works just let me know and maybe I'll make a short explanation for that in the future. The code then: uint8 particleCount = StaticMaths::RR(CLOUD_PARTICLE_MIN, CLOUD_PARTICLE_MAX); We get a random value for the number particle systems we want to use. In our case this is our own function that simply determines a number between two other numbers. std::string center = "CenterSystem"; UCompound_ParticleComponent_Cell* temp = CreateDefaultSubobject<UCompound_ParticleComponent_Cell>(FName(center.c_str())); particles.Add(temp); RootComponent = temp; Then we set up the center component. All the other systems will circle around this one. This also functions as the rootComponent for the actor. The UCompound_ParticleComponent_Cell is the second class and we will deal with it later. for (uint8 i = 0; i < 100; i++) { for (int j = 0; j < pow(i, 2); j++) { //define the name for the current particle system //ParticleSystem_<circleNum>_<Num>_<randomSeed> std::string name = "ParticleSystem_"; name.append({ static_cast<char>((i + 1)) }); name.append({ "_" }); name.append({ static_cast<char>(j + 1) }); name.append({ "_" }); name.append({ static_cast<char>(j + i) }); //create the particle system with the newly defined name UCompound_ParticleComponent_Cell* temp = CreateDefaultSubobject<UCompound_ParticleComponent_Cell>(name.c_str()); particles.Add(temp); temp->SetupAttachment(RootComponent); //set up random location within a circle double a = (((double)rand() / (RAND_MAX)) + 1) * 2 * PI; double r = (CLOUD_RADIUS_STEPS * (i + 1)) * sqrt(((double)rand() / (RAND_MAX)) + 1); double x = r * cos(a); double y = r * sin(a); FVector location = FVector(x, y, 0); temp->SetRelativeLocation(location); //finally: check if number of elements in array is particle count //if so, stop this loop if (particleCount - 1 == particles.Num()) { break; i = 100; j = pow(i, 2); } } if (particleCount - 1 == particles.Num()) { break; i = 100; } } This part is where the magic happens. Basically we want to have somewhat circular shapes around the center system. So the outer for-loop with i counts the circles. The 100 is a dummy value since there will never be that many circles and it would be a waste of resources to actually calculate the true number of circles. We only need to know the number of particleComponents which is our particleCount. The inner loop with j counts from 0 to i to the power of 2. So on every circle there are i*i particleComponents. Next up is a bit of naming. Not really relevant. Then we create another particleComponent and add it to the actor and the array. What comes next might be interesting for some: this formular basically determines a random position on a circle. So we take (i + 1) times our pre-defined cloud radius steps to get the radius of our current circle and we have all the data we need. Everything else can be determined from that and a random number. Whe then set that location for the particleComponent. At the end of the inner loop we check if we already have all the particles we need. If so set i and j to their max values so the loops stop. This is why we didn't need to calculate how many circles there will be when we start the loops. Don't worry, the particleComponent involves less maths. //instantiate mesh component and particle system component particleSystem = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("ParticleSystem")); mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh")); particleSystem->SetupAttachment(this); mesh->SetupAttachment(this); //Collision binding mesh->bGenerateOverlapEvents = true; mesh->OnComponentBeginOverlap.AddDynamic(this, &UCompound_ParticleComponent_Cell::BeginOverlap); mesh->OnComponentEndOverlap.AddDynamic(this, &UCompound_ParticleComponent_Cell::EndOverlap); We create default subobject for the mesh and the particles system and then bind the collision functions. Easy as that. //get the mesh and set it auto meshAsset = ConstructorHelpers::FObjectFinder<UStaticMesh>(TEXT("StaticMesh'/Game/Meshes/ball.ball'")); if (meshAsset.Object != nullptr) { mesh->SetStaticMesh(meshAsset.Object); mesh->SetVisibility(false); mesh->RelativeScale3D = FVector(5.f); } else { Logging::Log("Could not find Asset 'ball' at path in Compound_ParticleComponent_Cell"); } Then we load the mesh and set it. We also scales up the sphere mesh since it turned out to be way too small and the player would miss it a lot of the time. (That Logging::Log there doesn't really concern you. It's a function we wrote that simple writes a message into a file and onto the screen. Helpful for debugging. I left it in there for this tutorial because I think you should always have something in your code tell you when something goes wrong.) //get the needed particle system and set it in the component try { //static ConstructorHelpers::FObjectFinder<UParticleSystem> psAsset(TEXT("ParticleSystem'/Game/ParticleSystems/PS_CompoundCloud_SingleCelled.PS_CompoundCloud_SingleCelled'")); auto psAsset = ConstructorHelpers::FObjectFinderOptional<UParticleSystem>(TEXT("ParticleSystem'/Game/ParticleSystems/PS_CompoundCloud.PS_CompoundCloud'")); if (psAsset.Succeeded()) { particleSystemType = psAsset.Get(); particleSystem->SetTemplate(particleSystemType); } else { Logging::Log("Could not find Asset 'PS_CompoundCloud_SingleCelled' at path in Compound_ParticleComponent_Cell"); } //particleSystem->Template = particleSystemType; } catch (int e) { Logging::Log("Could not find Asset 'PS_CompoundCloud_SingleCelled' at path in Compound_ParticleComponent_Cell\nCause: FObjectFinder Access Violation"); Logging::Log(e); } We had some trouble loading particleSystems this way so I left in both ways to do it and the try-catch block in case one of you might have a similar problem. So that's basically it. Bye and keep on evolving.
  18. Cultusfit

    GIMP Alpha Channel packing

    Just grabbed the GIMP program to try to do some channel packing to give myself more optimized textures. I am able to add the alpha channel. But I cant just seem to bring a greyscale image in as my Alpha. Any one familiar with this in this program and able to help me out? I would appreciate it. I know you cant draw directly on the Alpha, you have to use a mask, so i assume i'm over looking how to just pull the image in as the mask?
  19. G-Dot

    Devlog #3 - Playable character

    Hello everyone! And this is my third devlog. At the beginning of this moth I started to work on the new model of main hero. And I did it. But at the end I've realized that it is too hard to me. I decided to leave it for sometime and maybe found artist to do this work. Here a little screenshoot of the highpoly model(but I also did a lowpoly model and made texture): That is why I've build a simple robot model as a dummy for a playable character. This dummy will not be playable, but you will see him in the game. Then I've generated some animations using 3DS Max CAT. It's very powerful tool, because despite animations not very good, but I've made 13 of them in under a 40 minutes. Of course there are some issues like weird glitches and clipping issues, but it all works and this is the main thing. This is like a ground and I will try to expand this ground. Character can jog, sprint in forward direction, he can aim and walk in aim state, also I've added aimoffset, melee attack and he got a recoil animation blended on top of all. I've worked a little on AI. It's very simple and can only chase you and attack, but it doesn't need to be very smart. Next month I will work on creating more types of melee enimies. But for this month I think it's all. There are some footages with movement and AI Untitled.mp4 P.S. Soon I will move to Saint Petersburg to study in University and my life will change, but hope it will not affect on my work very heavy.
  20. Greetings, reader. Our company, the 'Node Collective', is looking for more people to help on our current project, "Where Ravens Fly". What is "Where Ravens Fly?" As a brief description: "Where Ravens Fly" is a FPS open-world adventure game in which the player is in control of the protagonist Raden Roche, a soldier determined to overthrow two factions, the Militia and the Federation that would both bring America and its citizens into a dystopian future if either would win. More information on the game's lore and story will be revealed if you sign up. What is it that we offer? For joining our project and help us with completion of the game, we provide: Placement in the game's credits, considerably helpful items for your portfolio and references. A copy of the game for all the employees upon completion.* We ensure meetings are well planned as we have members from all over the globe. This ensures the maximum amount of people can attend and minimising annoyance to where everyone is equally annoyed create a comfortable environment. Some of our staff have had professional experiences with modelling, screen writing, programming, etc... Leniency - Since you are not being paid, we're more than happy to let you work at your own pace (Though we still expect you try and make arrangements for meetings our directors plan if possible, as well as work on projects handed to you in a reasonable amount of time provided by your director / executive). *For your contribution, we provide game as a base item. However, depending on how much you have contributed to the game, we may be more than willing to give you extra content (in shape of cosmetics, etc...) as bonus(es) to thank you. Problems or questions revolving around this should be taken to the executive directors for more information. What do we need? We are currently looking for the following: Concept Artists. Programmers (Mainly those adept in using and working with Unreal Engine 4). Screen Play Writers (For scenes and story). Right now, this is really needed! Please contact us about having this position if you are able to do it! PR Representatives. During your time at the Node Collective, we expect good behaviour and standards. We also expect you to follow the guidelines provided by Discord. If you are interested in joining the team, contact me or Sakarin on Discord. Our tags are: AtomicTiger#0238, Sakirin is Cool#0850.
  21. Game_Passion_Itself

    Unreal Blueprint Question

    Hello. I need some help with one of my current projects. I use blueprints. I want to make an enemy (a giant creature) whose hands can follow the players (a small character) at any location, as long as they are in range. If they're not, the enemy walks and positions itself until its hands can get to the player. I want to create an effect where the player feels like the enemy is trying to grab or slap them, but I don't know if animations would be the best way to go. I don't know if the description above describes it well, so tell me if you want more info before helping me with this.
  22. **[ROYALTY]** Note you may have seen this project before and it is not a copy just new account that is updated thank you. Hello my name is Brandon, We are currently seeking two new members for our team, before applying you must be aware that we are seeking people that are 100% committed to this project, you must be reachable within the day, replying to questions or responding to our messages and in general be actively online, otherwise I ask nicely that you do not apply. The persons we are seeking are an experienced Programmer with knowledge in c++ the c++ and familiarity with unreal is the main thing were seeking, other teams we are currently looking for are 3D artists to work on Humanoid models Props and more, were are also seeking other team members such as Generalists that understands the Unreal Engine, Animators for Human, Non Human and Objects were keeping the team small and having whats needed so feel free to apply. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- [SEEKING CURRENT POSITIONS] [Animators] x 3 [ Human, Non Human, Rigging, FPS Hands] [3D Artist] x3 [ Organics, Human and Creatures, Props and Architecture [Concept Artist] x2 [ Environments, Characters, Model Sheets, Coloring and Line Work,] [UI Artist] x1 [ Passion for Sci Fi Genre ] [FX Artist] x1 [ Particle Effects, Shaders & Lighting, Texturing] [Generalist] x 1 [ We would like someone that has good knowledge of Unreal Engine that can set up anything we need in Engine. ] [Writer] x 1 [ We would need someone that can work with me on game documents, organisation of documents story arcs, character development, dialogue creation, text editing and other text related jobs. ] [PROGRAMMER] "Game-play Mechanics " The project is Royalties and when any fund raising is made you will also receive some funding based off that, this is divided depending on amount of hours made toward the game, there are no contracts till game turns to a more serious note. The game is a Action RPG with online elements this will be an ongoing project, we are running ssh servers, and Prefroce. We have a small staff of experienced people. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- We do have some artwork to show of the world a little and what it's about, If you are interested in joining the project please contact us at: Anderfell info: Anderfell#5123 on Discord nevarra@hotmail.com email We are active on Discord and maybe take a day or two to reply to emails on our website as we receive a few a daily we need to sort through thanks. https://digitalforgedstudios.com/ ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Comic Panel http://imgur.com/a/905pd Artwork http://imgur.com/a/0JchV Models http://imgur.com/a/jdhWu Game Document https://docs.google.com/document/d/1bNlP-qwR15BLGG66hDUcewqlWIPP4flnHxRwxfhNmTE/edit?usp=sharing Regards Brandon Digital Forged Game Development Team.
  23. Melazee

    3D *Partner Found*

    Hi everyone I am a 2D/3D character artist with game industry experience who is looking for a programmer to collaborate with on a game idea I've had floating around. I would like to make this project in Unreal as a 3D game, so fantastic if you are using Unreal! The idea is early stages and still on paper, so I am also looking for a partner in crime to throw ideas back and forth about this! I'm currently only looking for one person to collaborate with right now. Now, the general idea is a pretty big one, so my thoughts are to create a vertical slice of gameplay to demo how it could end up. Perhaps Kickstarter could be a possible future for this, but let's not get ahead of ourselves What can I do? Before I discuss the idea, I think I should link some of my work to show an example of what I can do! 2D Concept Art 3D Modelling You can see more of my work here: https://www.artstation.com/yasmin-down I am hoping to use this project as a bit of a learning experience for things such as rigging, animation and environment modelling, but of course if it is successful and we end up with something good, then it can go much further! The Idea The general idea is that you are an explorer on a new planet, and you are capturing lifeforms to study them. The game uses Digimon World/Tamagotchi-like mechanics to raise your monster (hunger, discipline, etc). Depending on how you raise the creature will determine what it evolves into, and how it's stats end up. You can also battle and capture other creatures, which you can keep on a ranch to raise (look at Slime Rancher for reference). The goal is to beat the bosses, which are blocking the way to each new zone/area on the planet. Influences Pokemon Digimon World 1 (PS1) Slime Rancher Tamagotchi Cheers, and I hope someone is as excited about this idea as I am!
  24. Hey together 😃 We`re developing "Shockout" since about 1 month and are 3 active developers. We`re atm just artist, who blueprinted our prototype and are now searching for some more experienced developers, who are capable of helping us shaping the game to a true game, which should be available on Steam Early Access in around 2 months! We`ve a small little spot on the upcomming Gamescom to showcase our Game and find a Publisher. Therefore we expect dedication until that date! We are in need of a Gameplay Developer, who is able to implement a few gameplay features and on top of that can implement the Steam online System. Later on we`d like to have microtransactions for being able to buy some virtual goods (skins + avatars). Additionally we need a concept artist, who is capable of working on new skins/abilities/animals/arenas/weapons/etc. , which will than be modelled, textured,animated and implemented into Unreal! Aaand additionally to the developer side, we`re looking for more members, who are willing to join our discord family (https://discordapp.com/invite/unvsY9v) for testing our newest builds and give us feedback! Below I have attached our project! Feel free to join our discord channel and get in contact with me or send me a personal message! I´ve also attached our current blockout of our first "Mech Soldier"!
  25. Mikael Henriksson

    Unreal Second Entry - July 2018

    Hello! This is the second entry of my development blog for my project 'Tracked Mind'. I recently returned from vacation which is why this blog update is shorter than last time. I'm gathering my thoughts at the moment about how to plan what to do next, although I've already continued to work on the game I have been focusing on animations for the AI and it takes a lot of time to get things right. Luckily there are new animations in the game since the animations that the AI had in the alpha footage are very "stiff" so I'm happy that I've got some new ones I have also created a new level for the beginning of the game (it's in a rough state at the moment) but it's nice to build up the start of the game to test some ideas and to see how the pacing is. The movement of the main character is supposed to be slow but making it too slow will just be annoying. Those details are easy to fine tune along the way though What's new since last post? Here are a few things: General changes Added different sound effects for bullet and shell casings that are being ejected from the Player's weapon when firing. Added a new level. The melee weapon system has been tweaked slightly, it's still a placeholder system. Added new effects that occurs when the Stress meter is full. Added light effects that appear when firing weapons. Tweaked the bullet spread for the pistol and shotgun. New music tracks added. Bug Fixes Fixed a bug that caused physical objects to move in "unnatural" or illogical ways. Other minor fixes. KNOWN ISSUES Melee system is not working at certain distances. Thanks for reading! /Mikael Henriksson
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