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DOGEcrash - A dystopian cyberpunk procedural death labyrinth rocket jumper

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    DOGEcrash - A dystopian cyberpunk procedural death labyrinth rocket jumper

    So there was this Cyberpunk Jam which I found out about only as it was ending. It had a theme image (for some reason) of some cyberpeople jumping off of blue and purple buildings.

    Hot on the heels of that was both the 7 Day Roguelike challenge and Procedural Death Jam. I attempted to make the idea I had for Cyberpunk Jam into a more procedural-content-focused game in Unity, my engine of choice at the time, but came down with a cold and got too sick to finish by the deadline.

    UE4 is released and I'm converted almost instantly. I decide to hold my own game jam! The man can't tell me to respect the flow of time.

    So throughout last week, I gave myself the task of recreating it in Unreal on the same time frame. As an additional challenge, I decided to make it using only Blueprint. Here are the results:








    The game takes place in a randomly generated city. You are a cyberthief sent on a mission to steal enough of the cryptocurrency of the future to stage a 51% attack, retiring to a cushy life on The Moon. For some reason your primary mode of locomotion is rocket jumping.

    The game is basically in "cool tech demo" state right now, however in testing I've found that it's fun enough that I want to polish it up before releasing it. I'm going to take a week or two to improve the movement and add a couple more mechanics and some proper sound. At that point I'll release it for free!

    More details to come in this thread.
    Attached Files
    Last edited by SF; 11-03-2014, 08:06 PM. Reason: i play by my own rules
    Senior CEO in Chief of Game Builder Club and Building 3d Game Birds Gameapp Maker Co.

    Oldskooler PreDigital CRTify illustrious Patreon


    #2
    Very neat, thanks for sharing! Also, I'm totally going to use that line about the flow of time the next time I'm late to a meeting.
    Lead Programmer (Gameplay), Fortnite, Epic Games
    Twitter: @EpicIrascible

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      #3
      I'm feeling you brother : ) U4 is a beast. I have 3 levels I was working on using UDK, and once the U4 hit I just abandoned them. Im in the process of recreating them with U4. I really love the way U4 makes everything feel smoother. I cant wait to try out your game, looks very cool.

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        #4


        And thanks
        Senior CEO in Chief of Game Builder Club and Building 3d Game Birds Gameapp Maker Co.

        Oldskooler PreDigital CRTify illustrious Patreon

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          #5
          Can't wait to see more of it in the future! And your reply with "I am no man" had me and my partner laughing
          Tutorials:
          C++ Camera Controlled Turrets

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            #6
            Instantly makes me thing of Quake and some good memories. Which is an awesome thing!

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              #7
              The procedural building placement is performing even better than hoped it would! The skyscrapers are all instanced meshes with manually added collision boxes, so to the player they may as well be regular static meshes. Here's 4,000 of them on-screen and still getting a high framerate on my 2 year old Macbook Pro:

              Last edited by SF; 04-04-2014, 04:35 PM. Reason: I don't need a reason
              Senior CEO in Chief of Game Builder Club and Building 3d Game Birds Gameapp Maker Co.

              Oldskooler PreDigital CRTify illustrious Patreon

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                #8
                I was hoping to be finishing up by now but I'm afraid development has completely stalled due to a showstopping engine bug(?). If anyone has any insight on this I would be extremely grateful.

                Have some more screenshots from my Twitter feed in the meanwhile:






                Last edited by SF; 04-09-2014, 03:09 PM. Reason: I have a condition
                Senior CEO in Chief of Game Builder Club and Building 3d Game Birds Gameapp Maker Co.

                Oldskooler PreDigital CRTify illustrious Patreon

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                  #9
                  Not strictly UE4 related but I took a couple hours to make an early draught of the ambient music. Going for a Perturbator inspired darksynth vibe with a dash of Unreal Tournament. About 2+ hours spent on it so far:

                  ♫♫♫♫♫♫♫♫♫♫♫♫♫♫
                  https://soundcloud.com/sfthewolf/dog...evel-music-wip
                  ♫♫♫♫♫♫♫♫♫♫♫♫♫♫

                  I'm still totally blocked on that bug by the way please helppp
                  Senior CEO in Chief of Game Builder Club and Building 3d Game Birds Gameapp Maker Co.

                  Oldskooler PreDigital CRTify illustrious Patreon

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                    #10
                    Returning to development! I took some time off to learn more about the engine as well as recover from a recurring health problem, and the aforementioned blocking issue was resolved in the meanwhile. Gameplay is shaping up nicely, though I'm torn as to whether I should provide a playable demo before all the mechanics are present.

                    Have some more screenshots:






                    Senior CEO in Chief of Game Builder Club and Building 3d Game Birds Gameapp Maker Co.

                    Oldskooler PreDigital CRTify illustrious Patreon

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                      #11
                      Looking good, I love the atmosphere and the colors. I would recommend you put as much of the mechanics you are able to before making a demo, no need to rush. Keep it up.


                      SEJonF.com | Twitter | Youtube | ArtStation | WIP | UE4 Marketplace SciFi Assets - Season 1 & Season 2 Discount Bundles! Free Asset Demo | Fantasy WIP | Ice Shader

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                        #12
                        Thank you!

                        After doing some gameplay testing I realized that while the super high contrast aesthetic with lots of pitch black space made for excellent screenshots, it was annoying to navigate through at high speeds. I didn't want to compromise on "feel", so rather than increasing light levels or changing the colour palette, I added some highly unrealistic fresnel shenanigans to the building materials to make highlights glint off of them in interesting and legible ways from more angles, particularly on the sides facing away from light sources.

                        I also realized that the traffic layer beneath the buildings, the kill volume that you're supposed to be avoiding at all costs, didn't really convey a sense of danger. I ran with the idea of using a very stylized pollution haze as a way to portray its lethality:





                        It's a modified version of a distant cloud particle system from ShooterGame. These were designed only to be viewed at a distance, which has the interesting side effect of causing many strange twisting artifacts when looking straight down at them. The artifacts actually look surprisingly good in motion, almost as if the particles are volumetric at times. It gives the city's technology a very hostile, hellish feel, which is perfect.

                        The blue highlights in these screenshots are present because I hadn't updated GI since the change. I'd like to find a way to re-introduce that surrealism deliberately.
                        Senior CEO in Chief of Game Builder Club and Building 3d Game Birds Gameapp Maker Co.

                        Oldskooler PreDigital CRTify illustrious Patreon

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                          #13
                          Looks great! how are you handling the collision effect for (what appears to be) the rocket launcher? Are you creating an emitter on impact, or is that an emitter + projectile to create the blast radius? Regardless, very cool.

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                            #14
                            The rocket is just a straight up projectile which emits particles as a function of distance. When it hits a surface it spawns a particle system, simple as that. It's the grenade explosion from ShooterGame with a tonne of GPU particles and some other tweaks. I don't think they themselves check for collision yet. I'm going to have to redo the effect actually because it's not visible enough during real gameplay.
                            Senior CEO in Chief of Game Builder Club and Building 3d Game Birds Gameapp Maker Co.

                            Oldskooler PreDigital CRTify illustrious Patreon

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                              #15
                              i love the visuals of this! keep going!
                              Lee Devonald
                              Freelance character artist, and generalist.
                              Portfolio: http://crazyferretstudios.com

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