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That is awesome. Only thing I can spot is that the torch/candle flames and firepit smoke are not reacting to the wind coherently with the snowflakes (I mean that flames are reaching upward where the snowflakes are blowing toward camera). Maybe something worth checking out. Regardless very well done scene.
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Doing some testing of my Mount & Blade style combat. You'll notice the text on the left side is showing which direction was picked based on mouse movement. You can also see a reskinned JCInventory with some improvements. The sword that gets equipped actually *is* the JCInventoryItem, as well. I also quickly demonstrate the damage and ragdoll system (set with an unrealistically high force).
Not shown is the bow which also has animations implemented, and leaves behind JCInventoryItem arrows (which get stuck in whatever they hit, but have a chance to bounce) that you can pick up. I plan to add a chance to make them break, and let you recover the pieces to repair them with the crafting system.
Two hand sword is also animated.
Currently both up/down use the same animation for both sword types, but once I have a separate animation that will change. Also to be added will be a Chivalry style swing direction system (mapped to mousewheel, MB4 etc. instead of using inverse mouse direction to pick) as an option. Not sure which I'll pick as the default system.Last edited by n00854180t; 10-16-2015, 04:03 AM.Storyteller - An immersive VR audiobook player
Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes
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Storyteller - An immersive VR audiobook player
Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes
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Halloween project I've been working on this month. Feel its nearing its end, have until Halloween. Comments and critiques are welcomed.
Attached Files- WickedWoods WiP012.jpg (0, 0 views)
- WickedWoods WiP016.jpg (0, 0 views)
- WickedWoods WiP012.jpg (0, 0 views)
- WickedWoods WiP012.jpg (0, 0 views)
- WickedWoods WiP012.jpg (0, 0 views)
- WickedWoods WiP012.jpg (0, 0 views)
- WickedWoods WiP016.jpg (0, 0 views)
- WickedWoods WiP012.jpg (0, 0 views)
- WickedWoods WiP012.jpg (0, 0 views)
- WickedWoods WiP012.jpg (0, 0 views)
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Infinite water planes using WaveWorks
[shot]http://i.imgur.com/0WHegf9.jpg[/shot]
Video:
Also would like to give a huge thanks and a shout out to Temaran and his work on the RenderDoc plugin for UE4. If anyone is doing any kind of shader work and needs some debugging tools. Go check it out: https://wiki.unrealengine.com/RenderDoc_pluginLast edited by GalaxyMan2015; 10-20-2015, 05:27 AM.NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
Feel free to Donate if you wish to support me
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A Star Wars Project I am working on with a couple of friends. Still early WIP.
You can see more here: https://forums.unrealengine.com/show...Docking-Bay-94
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Originally posted by Tomura View PostI did some work on my AI-Testing project. Though I have to admit that I made more progress on the UI and underlying engine module than on the AI itself.
Also there is little door opening fail at the end. That will probably the next thing to fix and then I'll teach them to attempt to run into/near cover during combat. (Currently they are just being aggressive and try to find a location where they can hit the player and only try to take cover when they are reloading.
Enemy damage was reduced/removed to have a longer combat situation with the enemies.
HeadlessStudios.com is now part of TheGameDevStore.com
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