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    #31
    Looking great and beautiful, I'm really digging the art style! The jumping looks a bit awkward though, but that might just be me
    Finished projects:

    Speedrun: The Game

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      #32
      The jump animation will be changed That jumping is one year old

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        #33
        Very beautiful game and interesting mechanics!

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          #34
          great concept for the ART direction love the color pallet theme per level , as well as the whimsical style of art . many times we build items in a symmetrical orientation but in nature the only time items are symmetrical is to balance a body due to gravity , or adjust to a physics per say reason . in other words unbalanced is better

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            #35
            Good job interesting mechanic with changing enemies with Your ability, I like it a lot.
            Could You please elaborate on parallax in Your game ? And how is Your experience with paper sprites ? I find them difficult to work tbh, lighting for some reason doesn't work for me on them. Greetings !

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              #36
              Thank you guys for support.

              PeterKmiecik
              The experience is good so far. The parallax is done using a perspective camera and having actors on different depth (on Y axis), like 0, -100,-300,-1000 etc.
              We don't use any lighting, they are fake (using cones with materials like here : https://www.youtube.com/watch?v=gOdTrIB5te0) or the light is an asset which is draw directly by the artist in photoshop

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                #37
                Spent more time with water creation. Now it looks like this:


                For this one to work, we use procedural meshes (one vertical and one horizontal).
                On every tick we use Hooke's law computing a new positions for every vertex. To deform both meshes we use the same vertex position.

                Now to create waves, In material, we use convolution method from Epic's ContentExample project the one with render textures, and we apply the resulting material on both meshes.

                Hope you like it


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                  #38
                  2 months ago we decided to change the art from our game Unbound Worlds Apart since it was way too simple.

                  Here is an old png with the art:

                  Here is the new art:

                  So what we did is the following:

                  - Add 4 or 5 layers in the background to create the parallax

                  - Add 2 layers in foreground for details

                  - Add fog in the background

                  - Add blur in the background

                  - Make the path more lit

                  - Add more details in the foreground elements

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                    #39
                    We finally have a music composer for Unbound

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                      #40
                      It's so well done, and well polished. It reminds me of orko from He-man.

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                        #41
                        Originally posted by Calibanul View Post
                        2 months ago we decided to change the art from our game Unbound Worlds Apart since it was way too simple.

                        Here is an old png with the art:

                        Here is the new art:

                        So what we did is the following:

                        - Add 4 or 5 layers in the background to create the parallax

                        - Add 2 layers in foreground for details

                        - Add fog in the background

                        - Add blur in the background

                        - Make the path more lit

                        - Add more details in the foreground elements
                        The added art layers and change, definitely helps to elevate this!
                        Production Manager at Goodnight Games

                        Goodnight Games Social Media: Twitter | Facebook | Instagram |Youtube

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                          #42
                          Hey guys we are more than happy to announce that Unbound: Worlds Apart received an Epic Dev Grant!!! This will help us a lot with the development for the game as we went full time with the project.

                          Also make sure you join our Discord Channel: https://discord.gg/3gU8Amb
                          Unbound Worlds Apart


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                            #43
                            Here is a speedart for one of our Obelisk in the game

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                              #44
                              Unbound is heavily on art and we have a few hundred art assets on each level.

                              Problem: Every time you enter a streaming volume there is an unpleasant lag because it takes a while to load the whole level.

                              Solution: Load art assets dynamically to reduce loading times. assets are now loading based on character position on the map.

                              Here is what happens behind the scenes:




                              Profiling this:

                              Click image for larger version

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                              So the loading time decreases by half now.

                              Now this is how to do this:

                              Here is how the Actor is spawned:
                              Click image for larger version

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                              Here is the code for dynamic load:
                              Code:
                              UPaperSprite* AEnvironmentAsset::LoadAssetAsync(const FString& AssetPath, const FString& MaterialPath, const FLinearColor& Color)
                              {
                                  LinearColor = Color;
                                  CacheMaterialPath = MaterialPath;
                                  CacheAssetPath = AssetPath;
                                  FSoftObjectPath  assetRef(AssetPath); 
                                  FSoftObjectPath  MaterialRef(MaterialPath);
                                  FStreamableManager& Streamable = UUnboundSingleton::Get().AssetLoader;
                                  StreamableHandle = Streamable.RequestAsyncLoad(assetRef,
                                      FStreamableDelegate::CreateUObject(this, &AEnvironmentAsset::LoadDeffered));
                                  MaterialStreamableHandle = Streamable.RequestAsyncLoad(MaterialRef,
                                      FStreamableDelegate::CreateUObject(this, &AEnvironmentAsset::LoadMaterialDeffered));
                                  return nullptr;
                              
                              }
                              
                              void AEnvironmentAsset::LoadDeffered()
                              {
                                  if (StreamableHandle)
                                  {
                                      UObject* object = StreamableHandle->GetLoadedAsset();
                                      if (object)
                                      {
                                          UPaperSprite* p = Cast<UPaperSprite>(object);
                                          if (p)
                                          {
                                              this->GetRenderComponent()->SetSprite(p);
                                          }
                                      }
                                      else
                                      {
                                          GLog->Log("AEnvironmentAsset::LoadAssetAsync LoadAssetAsync MaterialPath NULL " + CacheAssetPath);
                                      }
                                  }
                              }

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                                #45
                                Hello guys,

                                We finally have a trailer for Unbound. I hope you like it. We spent 6 weeks to create it. Any feedback will help

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