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Treghc repliedCongrats to both of you! Awesome job on the game and I'm super excited to play it! Hope you get some well-deserved time off before too long
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PeterKmiecik repliedCongratz on reaching the goal ! Hope You'd get some rest after KS ride
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Calibanul replied
After 3 years of hard work we are finally on Kickstarter!
This is a big step for us and we are super exciting that the campaign has already over 30% in 24 hours!
With your involvement we can make Unbound an awesome game!
https://www.kickstarter.com/projects...d-worlds-apart
If you want to help us even more, tell your friends and spread the word - Thank you!
<3
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Calibanul replied -
Calibanul repliedUnbound 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:
So the loading time decreases by half now.
Now this is how to do this:
Here is how the Actor is spawned:
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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Calibanul repliedHey 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
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AlonzoCPO repliedOriginally posted by Calibanul View Post2 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
- 1 like
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thadkinsjr repliedIt's so well done, and well polished. It reminds me of orko from He-man.
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Calibanul replied2 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
- 1 like
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Calibanul repliedSpent 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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Calibanul repliedThank 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
- 1 like
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PeterKmiecik repliedGood jobinteresting 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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icepike101 repliedgreat 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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