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Himeko Sutori, tactical turn-based JRPG, armies of hundreds of unique characters

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  • replied
    Hey everyone! Thanks for your interest in Himeko Sutori. I just sent out a bunch of Steam keys to the UDK old guard. And if I missed anyone, please let me know and I'll send you a key. (Serious inquiries only; I'm not sending keys to new UE4 users.)

    I'd love to hear your feedback. I really do appreciate all of your kind words this far, but it's time for you to give me a brutal critique. Don't hold back. I'm aware that there are plenty of bugs I still need to fix. But I'm sure there are plenty of bugs I haven't seen and issues I haven't thought of. Nothing is off-limits. Please tell me anything at all that you think needs to change.

    I'd also like you to take a look at the campaign editor. There are some game-specific instructions over at the Himeko Sutori website, but the editor itself should be immediately familiar to all you UDK users.

    Thank you everyone for all your help over the years. I'd love to get your help one more time as we get ready for v.1.0. Thanks!

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  • replied
    Impressive and playable. Gets back to the roots of good game play, unlike some of the modern efforts which honestly just irritate me and I can't play them.

    Great work!

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  • replied
    i agree with UDK Ultimate i want to play it and taste it

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  • replied
    Fabulous, simply amazing!!!

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  • replied
    I also improved the timing of combat and added some of the new particle effects I've been working on.

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  • replied
    Thanks Keehoon! We're getting close to beta test now...

    There was something I thought the game needed: A way of handling the camera colliding into the world, or the world occluding your pawn. This is what I came up with.


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  • replied
    It looks great.
    Good luck to you.

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  • replied
    Working on a playable test campaign.


    Here's the world map, zoomed in most of the way. When zoomed out, there's more of a strategic top-down view.


    I've got some scripted encounters that make a lot of use of Kismet and Matinee.


    I'm making some battle maps and trying to make each one unique.



    Here's a forest battle map at night. I think it needs some brighter spots. I'm going to add some blue lights, some cylinders with an emissive material for moonlight rays, and some firefly particles.



    Here's what the map looks like in the daylight. There no change in actual light here. I just change some material instance values and the color lookup table.



    And here's a cave battle map. There's something wrong with this particular map. Some of the nodes don't seem to be connecting, which means the opposing armies can't reach each other. I'm going to try fixing that next.



    I'm getting close to having something playable. I think October is finally the month when I release a beta test to a wider audience.

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  • replied
    Excellent work. Like Cobalt UDK's grand work, yours has also become an entire country!

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  • replied
    Almost there! Let's give it another month or two.

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  • replied
    Can i have a demo already ?

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  • replied
    These should be the final versions of some of the materials going into Himeko Sutori.

    Day/night cycle functionality built into most of the materials. I made the mountains in World Machine, got a splat map and normal map from them and then blended in some textures based on the splat map. The textures are independent of the mountains' scale, so I can make the mountains as big as I want, and the grass, dirt, and stone textures stay the same size as everywhere else. The cliffs also use triplanar projection and independent scaling.



    A closer look at the water:



    That water is about 350 instructions to make the water flow in 8 different directions or just sit there, to get the normal vector and blend the flow based on which way is downhill, to switch to a waterfall when the surface is steep, to reflect the sun and the sky (simulated, because as you can see in the top gif, there is no sun or sky), to fade the opacity near the edges, to distort the shallows, to displace the pixels with a combined normal map and bump map (bump saved in the alpha channel of the normal to reduce total texture count) and animate the displacement to simulate waves.

    And I got beyond that problem I was having with putting a translucent material on a landscape. The editor used to crash when I would paint layers with a translucent landscape. But now I don't have to paint layers. All I have to do is sculpt the shape of the water landscape and the water automatically flows downhill.
    Last edited by Nathaniel3W; 08-29-2017, 02:50 PM.

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  • replied
    Hey Neongho. Yeah, that's all done in Scaleform. Each one is a GFxMoviePlayer that gets rendered to a texture. That texture gets put into an array. The Canvas goes through the array and draws each one. When the movie finishes, it calls a function to remove its texture from the array, and then the movie closes.

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  • replied
    How did you do the " Blocked ! " " Damage 50 ", texts thing is it scaleform?

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  • replied
    It's been a while since I've posted an update here. I'm making a bunch of new battle maps because the old ones were a bit boring. This new batch of maps has more stuff hand-placed instead of dropped in using the foliage tool. They give you more to look at and more tactical decisions to make. I still need to build lighting. I also have some new forest maps to show off, but I need to build the lighting on those. They look really strange without shadows.

    Click image for larger version

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    Click image for larger version

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    Edit: Also, for anyone interested, on the city map, I placed the central buildings by hand. The background buildings I placed using the foliage tool. I turned off random yaw, set the placement density to something really low, like 0.5, and let the foliage tool place maybe 3 different meshes for me. I think those background buildings turned out pretty well. I was considering trying the proc building volume, but this worked just fine for my needs.
    Last edited by Nathaniel3W; 08-19-2017, 08:47 AM.

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