-
Posts
4,978 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Downloads
Everything posted by YouGroove
-
Where is the download link
-
Great article on generating procedural or modular building levels. http://twvideo01.ubm-us.net/o1/vault/gdc10/slides/Golding_James_BuildingBlocks.pdf
- 1 reply
-
- 6
-
Some ideas for mobs: - AI attacking from distance firing some missile or fireball , able to move or teleport between when hit by the player - AI launching grenade like in a zone or to the player - traps, dangerous areas( poison or radioactive areas inflicting damage when you are in - weapons with poison/radioactive damage through time for a duration (melee, arrow) - AI moving randomly between some points or inside some area zone instead of patroling - AI dealing big damage shooting from distance or in melee, but turning slowly so the player have chances to avoid damage - fast AI running like dogs , light but fast attacks - AI running to the player and exploding when near the player - Flying AI ? For player : - strafe and fast rolling move -Grenade -Missile Homing - place traps using a weapon or some inventory item or a power : trap zone of poison that last some seconds, spikes etc ... - Impulse laser weapon : short firing time and big reload but heavy damage Quests : - follow and protect from point to another point - destroy all poison facility in some ennemy base - retrieve some item from some location - protect a base during some amount of time with ennemies spawning and around and attacking the base About the GUI, i would not include it, simply because LE3 don't have any official one and to keep your template very generic and usable for everyone without having to remove some GUI code and avoid GUI errors. Some way to manage your inventory could be simple vertical side tranparent rectangle and display real 3D object items on top of it, using keys to scroll up and down inventory and using basic text buttons to view, use, drop or sell your items. I would let down dialog ta this can become complex and it is even more dependent on GUI. For quest just have NPC display text and display "Y", "N" for accept or not the quest. I would keep it simple as possible and focus on portable gameplay and scripts instead. Good luck
-
Reuniting shaders and dropping animated/non animated would be best. Any shaders would work with animated or static models, like other 3D engines and it would be less confusing for all new users. Just my two cents.
-
I don't know. And it's even more complicated to manage then a team project already You have lot more chances to finish a solid team project , than a community project wich many times never leads to a complete game. For people just toying or having fun making small code or models this is i think where a community project can be ineresting.
-
Wise words Rick, specially because any participant will have it's own vision and ideas , and can leave any time to work in it's personnal game vision instead. I would say find good game ideas , a real project, then find some team mates and make it, it's perhaps better invested energy To interest people you must bring solid concepts and lay down some basic gameplay first, it will be more attractive like Unreal Tournament for ue4. For example if you plan some Halo style game, first bring on some basic gameplay, basic AI , basic driving car and a rought level map design. Having a playable prorotype i think will motivate lot more new comers. Then ask for participants to work on improvments : - better AI - follower or flying AI - more weapons - bridge model for the level - alien house asset - floor alien textures - sky - alien model - rigging and basic animations for some alien etc ... Coming with solid map concepts drawings, solid alien drawings, game ideas drawn down on paper ... I think this is the minimum base before asking any participation. Just my two cents
-
I leraned it from Unity 2D rogue like tutorial, you manage a 2D array, each cell contain some model : -a room -a corridor - a corner etc ... Each model has different connection rules and directions( Up, Down, Left , RIght) You define a size for the dungeon and some parameters : 1) connecting room probability (a room near another one) 2) corridor connections probability (1,2,3 ... ) 3 ) corners probability ( 1,2,3 ...) And you start generation at center : - the more you get to border limits the more random probability of closing corridor or room is big. Also more probability for side level corridors. - when generation is done on last room it is some exit or a boss room. Each rooms and corridors will have doors, so only prefab tiles around the player will be loaded and detsroyed dynamically to keep a good framerate. Prefab tiles will have pivots for random placement of loot, monsters, lights, assets decoration.
-
-
I was talking about the offset we could need to keep. If i have in Blender a sphere model positionned at 10,10,10 I would want after importing it in LE3 ,if i place the model in the scene at 0,0,0 , to have the sphere still at 10,10,10 LE3 when importing a model recalculates the global center unfortunatelly.Having some option not not recalculate the object center could be usefull some times.
-
Such terrain settings should be in the editor under terrain properties
-
I got that case , and i would need the prefab to instanciate at original world offset position instead of having the prefab centered at position 0,0,0 as it is today. The main use is for using different 3D tiles and their management by code.
-
Hummm , not cool , we need occlusion. I think AMD Radeon cards have a different culling system. to not behave like Nvidia. This is not a big issue has choosing height = 0.5 or 1 for water and there is no more flickering, still some other Radeon users will encounter that flickering also if they use terrain and keep water height to a low value. The thread can be closed as there is no solution or have AMD submit a patch.
-
2020: Leadwerks has transitioned entirely to clothing, stickers, bedroom and bathroom products. Who knows what LE could become
-
I noticed all your assets are not protected , even sounds, i strongly suggest you to encrypt your demo assets when you'll will go more serious about your game. Trying your demo, while loading was long and i had a left corner not move able window , i switched to firefox, trying to switch back to your demo main menu when loaded , i got a full black screen when it tried to go fullscreen : AND IT WAS IMPOSSIBLE TO DISPLAY TASK MANAGER : BLACK not responding screen Only that point shows a really serious problem : Any game i play i want to be able to close it down with ALT F4 or able to display task manager. I had to restart my computer, so i'll try it perhaps when this issue will get fixed.
-
Changing water height to 1 , and there is no more problem. The bug is only happenning with values like water height = 0.1 whatever Camera range is. How to test : - Put water.map in your water directory - Put 3dPerson script in your base directory : "Scripts" - run the game and move camera up and down to see water disappearing water.zip
-
It's my taste, i don't like the Spider color full black , i would like red emissive eyes, and perhaps some red emissive furr or paint in the legs and foots of the spider. * Fire effects are bad and will need particles (check some of my particle examples i made for LE3 wokshop) * You have some strecthed horizontal texture on upper wall it seems, it looks not as good as others. * Specular is too much uniform on textures, making real specular maps would help a lot * shadows are too string and too black, as there is lightening in the room http://s1.postimg.org/nrfktifz3/screenshot12_5.jpg I'll try your game later and try to post some other feedback for you Good feedback : great spider monster, really good level design, keep working on it.
-
I thaught a guy missing on your team
-
LE enforces smooth shading on models imported from Blender
YouGroove replied to Lunarovich's topic in General Discussion
LE3 import is not able to read smooth shading groups. -
I'll try the camera and i'll post some example map also.
-
Just take a look at what is done elsewhere and pick up the best ideas. Their documentation is super clear to navigate https://docs.unrealengine.com/latest/INT/Engine/index.html While videos tutorials are better organized then elsewhere https://wiki.unrealengine.com/Videos
-
1) Increase the light radius ? 2) Not available in LE3 : Use PBR or reflective materials on your walls The Light solution as you did is the best to keep performance good.
-
I agree with lot of things. I would say make it small and finish at least one playable level with all needs : menu, HUD, mobs AI and gameplay ,basic animations, level selection. Once you have a complete playable small dirty game , it is lot more easy to iterate on quality in all points and it is more motivating because you have a complete working base. And yes as it is some passion hobby not a 24/24h work, it's hard to find time. I would say plan how much time you can put each week or per day to work on it. Even 30 min working on modeling is valuable.
-
So many hobbyst games also, quality games are rare among indies. when there is big quality , it is big success. Last successfull one is Ori, a game made with love and passion. While some people just make games to make a game or for fun, only few got lot of attention and polishing. I think this is where you can really make the difference : - dynamic effects and entities (wind, animals and birds, particles dust, flags in the wind etc ...) will make it more alive. - lot of little details making the game unique and giving it a real story - polishing : perhaps less content but lot more polished - the overall pleasure playing the game and the pleasure of discovring new things and new areas. - rewarding the player and the sense of accomplishment. The games i seen really succeed where games made with lot of passion and love, and lot of attention to quality of assets and on details.
-
It depends , i seen many people epxosing themselves but producing **** games really bad ones. Lot of talk and exposing video, but it was lot of times very very vaporware , leading to a not so good or bad game at final. I got some Mmo examples: one kickstarter that got founded but the authors after two years still don't have anything : yes lot of exposure and lot of talk , but what they produced is just bad and very far from a complete game. Molyneux and it's last indie production is also very exposed but all people are asking where all that money has been spent I prefer less talk, less exposure and a solid demo or outstanding video While i seen great games coming out of nowhere without the author exposed. The demo quality and the work seen on the video is something that is visible (effects, polish of the level, animations, lightening etc ...) When the video and demo are still amateur look and feel , it's hard to get people attention and ask for money. I played some game demo, and i was totally convinced about the game, on where it will go the overall quality of the demo was just pro quality, and i was sure to bet money on a winning game. At lest this is what makes me keep following some indie game or just ignore it. Exposing your game too early is a big mistake.
-