User Tag List

Page 1 of 2 12 LastLast
Results 1 to 40 of 59

Thread: Epitasis - Colorful Exploration and Puzzle Game

  1. #1
    9

    Epitasis - Colorful Exploration and Puzzle Game

    Hello everyone! I’ve been working on this project steadily for a couple of months now during my free time.

    The game aims to allow you to explore vast beautiful worlds, scattered with ancient technology that echoes of time long past.









    Heres a few GIF's from the game I've shown as well:





    Quickly thrown from your normal life into these distant and far off worlds, you must solve ancient and cryptic puzzles and search for treasured relics in hopes of learning what happened to the ancient civilization that once called this place home. If all goes well, you may just have a chance to get back to your own.

    I’ve mostly just been showing the project off on my twitter when I can, which you can view/follow here to see more. The game is still in its early stages, but most of the core systems are done. At this point it is largely creating levels, puzzles, and other new art assets. There’s a lot of stuff that’s just too much of a WIP to even show here just yet. The game is inspired by audio-visual projects like Tycho and from other games as well like the Talos Principle and RIME. Lastly I should mention the current title of Epitasis is a working title and could change in the future if I find a better name

    I’ll be posting more updates here as well now, and providing some breakdowns that people have been asking for (eg: the grass material/setup). Those will be coming later this week when I have some more free time to write them up. In the meantime, let me know whats you guys think!

    View the official website for more information: epitasisgame.com
    Last edited by Higuy8000; 05-30-2017 at 08:28 PM.

  2. #2
    0
    Wow, this looks great! Seems like a unique idea, and the atmosphere is incredible from what I can see. Keep up the good work!
    JUSTIN SAUNDERS - THE GAME DEVELOPER IN DEVELOPMENT

  3. #3
    0
    Quote Originally Posted by JTrocks55 View Post
    Wow, this looks great! Seems like a unique idea, and the atmosphere is incredible from what I can see. Keep up the good work!
    Thanks JTrocks55, I'm glad you like it!

  4. #4
    0
    Hey Higuy8000,

    This is looking really nice! I love the timelapse of the the planet/moon orbiting and also that whole portal/wormhole looks like it could be fun to play with .

    Nice work mate, will keep my eyes peeled for more updated!

    Connor.
    Twitter: ItsConnorReid

    Blueprint Tutorial | Basic Sprint - Beginner Friendly | Forum | Wiki
    Blueprint Tutorial | Stamina Decay/Regeneration Implementation | Forum
    Blueprint Tutorial | Stamina/Progress Bar Implementation | Forum

  5. #5
    0
    UE Community Manager
    Join Date
    Jan 2016
    Posts
    91
    I've been following your work on Twitter for a while, it's great to see a big post from you on the forums! I really love your colour palette and the waves look lovely

  6. #6
    0
    Quote Originally Posted by ConnorTheScot View Post
    Hey Higuy8000,

    This is looking really nice! I love the timelapse of the the planet/moon orbiting and also that whole portal/wormhole looks like it could be fun to play with .

    Nice work mate, will keep my eyes peeled for more updated!

    Connor.
    Thanks Connor! The portal has been super tricky to get right and is something I'm still messing with, especially trying to get it optimized. But the effect is super cool!

    Quote Originally Posted by Jess.Hider View Post
    I've been following your work on Twitter for a while, it's great to see a big post from you on the forums! I really love your colour palette and the waves look lovely
    Thanks for the kind words Jess, I gotta say you guys at Epic have been super helpful in helping me show off the game on twitter. It means quite a lot

    I've started working on a breakdown for the grass material which was requested a few weeks ago, should hopefully have it up later today or tomorrow. Cheers!

  7. #7
    1
    Hey guys, heres the breakdown for the grass that some people have been asking about.

    This same method is used for other foliage too, like the trees, plants, bushes, etc.
    There is a few key things you must do to get this right:
    • Make sure the grass normals are all pointing up.
    • Create a grass texture used on the grass and landscape materials.
    • When painting the mesh onto the landscape, align the mesh to the landscape normals.

    Here is a small example of what you can expect of your grass or other foliage:



    Notice the nice blending and shading from the landscape. This is due to the actual vertex normals of the grass. If we modify the vertex normals to point upwards, this helps with this blending effect, which in the end is key to getting the grass smooth as possible.



    In 3ds Max, the grass normals are represented by green lines; they should look like the above the image when you have all of them pointing upwards.

    In order to create the proper effect of blending between the grass and actual landscape material/component, they both need to use the same texture and base diffuse material setup. This same method was actually first made by ZacD I believe as I found it over on a reddit post of his a while back, but I’ll cover it again in some more detail. Overall, this is a very easy effect to generate.

    Here is the default green grass texture I use. You can make this simply by painting it in photoshop or just finding a grass texture online and applying a gaussian blur filter to it. In my case I did both to find something suitable.



    Create 2 new materials: One for your landscape, and one to be applied to the grass mesh.
    In both, create the following material node setup and connect it to the diffuse input of the material:



    The texture samples are samples from the new diffuse texture we imported. By making them parameters you can easily change the colors or textures and easily create new looking landscapes by using material instances. We will also need to use the material function AbsoluteWorldPosition(), which lines them up to the same spots for the blending.
    In the grass mesh material, we next apply a simple 0,0,1 vector, which ensures that all texture normals point upwards as well.



    Again, this helps blending between the grass mesh and the landscape component.

    In your material settings for the grass mesh material, make sure to disable "Tangent Space Normal" (see last pic).

    Lastly, apply your new landscape material to your landscape, and the grass mesh material to the grass mesh. I also recommend disabling dynamic shadows from the grass mesh to improve performance and improve the overall stylized look. I do this on some other foliage as well, largely depending on its size.
    The last step that we must do is the paint the grass onto the landscape.
    A few things I make sure I do here is align the grass to normals, disable dynamic shadows, and make sure its density is between 150-200. The nice part about this grass mesh and material is that it seamlessly blends between itself and the landscape, so you can fade it out relatively closely to the player without them noticing. You also don’t need it very dense, as again, it’s not super noticeable.

    Final outcome:



    The biggest things to remember when creating this sort of effect is to use normals that all point up and to use the AbsoluteWorldPosition() function for your texture UV's, so the grass and landscape texture will tile in the same way across your levels.
    Lastly, I didn’t shown the entire material inside the actual breakdown, but here it is anyway if you want to see some other bits of it (basically just wind, opacity, etc).



    Hope this helps someone! I think I will probably make a blog soon so I can keep posting long breakdowns like this on it. On that same note, if anyone wants to see something else specifically or has a question, let me know!

  8. #8
    0
    very much like "the witness" looks good

  9. #9
    0
    this looks very beautiful! Thanks for sharing
    Co-founder/ Creative Chief at Lost Goblin
    Current Project - Goblins of Elderstone
    Follow me @lostgoblin

  10. #10
    0
    Thanks guys

    Started working on some cave areas today. Pretty dark, looking for some ways to possibly lighten it up a bit. May just need to increase the overall lightness too.


  11. #11
    0
    Quote Originally Posted by Higuy8000 View Post
    Pretty dark, looking for some ways to possibly lighten it up a bit.
    Could look at adding some phosphorescent fauna which would add some more lighting, all depends on what is in the caves
    Twitter: ItsConnorReid

    Blueprint Tutorial | Basic Sprint - Beginner Friendly | Forum | Wiki
    Blueprint Tutorial | Stamina Decay/Regeneration Implementation | Forum
    Blueprint Tutorial | Stamina/Progress Bar Implementation | Forum

  12. #12
    1
    Quote Originally Posted by ConnorTheScot View Post
    Could look at adding some phosphorescent fauna which would add some more lighting, all depends on what is in the caves

    Oooo, I like that idea!

  13. #13
    0
    Very cool, Higuy8000. Came over here from Youtube (Still on my quest to create seamless portals, 40+ hours in research so far). Wanted to compliment you on your work so far, I really love the vibrant colors and overall feel I'm seeing in everything you've posted.

    Would love to read a write up on how you accomplished the portal if that offer stands

  14. #14
    0
    Quote Originally Posted by MetricZero View Post
    Very cool, Higuy8000. Came over here from Youtube (Still on my quest to create seamless portals, 40+ hours in research so far). Wanted to compliment you on your work so far, I really love the vibrant colors and overall feel I'm seeing in everything you've posted.

    Would love to read a write up on how you accomplished the portal if that offer stands
    Still working on this, should hopefully have it up around Saturday. Not sure how often you check Unreal forums, but I'll be sure to let you know on YouTube as well.

    --

    Posted these on twitter last night, did a overhaul of all my sky variables so I can easily make quick changes to things like colors and other settings. Colors here inspired a bit by No Man's Sky.



  15. #15
    0
    Love the looks! Really reminds me of The Witness (which is a good thing)
    --------------------------------------------------------
    [New On Marketplace] Custom Character Creator
    --------------------------------------------------------
    [Marketplace] RPG Starter Kit - Multiplayer Melee Combat System - Animated Crossbow
    --------------------------------------------------------

  16. #16
    0
    Those are some awesome color choices for the bushes.

    If you want to know how dedicated I am to my cause of creating this world in my head, I've actually had this thread open in a separate tab since you directed me here lol. But hey, like I said, take your time and focus on your priorities first.

    I did manage to find/figure out a couple things so far, albeit basic or buggy. The biggest issue I seem to be having with every method I've tried so far is this 'pop' when the teleport happens. My current method for creating the infinite hallway is just to make the hallway identical and really, really long, then just add some sort of obstructive fog in the mid point so you can't see the end or beginning, then teleport the player back to an earlier point. So far I need to figure out how to capture the left/right/height position of the player and apply that to where he gets moved back to, but I still feel I'd get that 'pop' even if everything is identical. Oh, and everything has to be in third person for my project.. So that probably makes it even more difficult.

    However, for those interested in a poor man's door portal, I did find this on the forums.
    Last edited by MetricZero; 07-28-2016 at 11:50 AM.

  17. #17
    0
    Thanks guys!

    Quote Originally Posted by MetricZero View Post
    Those are some awesome color choices for the bushes.

    If you want to know how dedicated I am to my cause of creating this world in my head, I've actually had this thread open in a separate tab since you directed me here lol. But hey, like I said, take your time and focus on your priorities first.

    I did manage to find/figure out a couple things so far, albeit basic or buggy. The biggest issue I seem to be having with every method I've tried so far is this 'pop' when the teleport happens. My current method for creating the infinite hallway is just to make the hallway identical and really, really long, then just add some sort of obstructive fog in the mid point so you can't see the end or beginning, then teleport the player back to an earlier point. So far I need to figure out how to capture the left/right/height position of the player and apply that to where he gets moved back to, but I still feel I'd get that 'pop' even if everything is identical. Oh, and everything has to be in third person for my project.. So that probably makes it even more difficult.

    However, for those interested in a poor man's door portal, I did find this on the forums.
    Yeah, 3rd person is definitely going to be a bit more complicated if you want something seamless.

    I should mention I also have that slight "pop". Its like literally one frame. My current workaround is to simply fade into white and back out while going through quite quickly, which masks the effect, but this dosent make it as seamless as I'd want it to be. My portals are also still largely a work in progress, but I'll try to contribute as much as I can to getting something good. The other last major issue I have with them is optimization. They drain FPS so much from the scene captures, at least when I try to play it full resolution. My current solution is to divide the render target in half of the viewport resolution, which maintains the aspect ratio and a steadily high FPS, but unfortunately makes it a bit more blurry. I also stop updating the render target if the player is a good amount away from them too, but still :\

  18. #18
    0
    UE Community Manager
    Join Date
    Mar 2014
    Posts
    2,130
    Wow, this is so gorgeous! I'm making your screenshot to the picture of the day (which will last the whole weekend actually)
    Twitch /unrealalexander| Twitter @UnrealAlexander
    How to report a bug? | Installation & Setup issues?
    Call me to a thread by posting this: [MENTION]Alexander Paschall[/MENTION]

  19. #19
    0
    I still don't know about the hot pink/magenta forest pic @higuy8000 (it might be growing on me though), but everything else is fantastic and I definitely enjoyed your breakdown for your grass. I agree, you should start up a devblog, will definitely be good as a "pseudo portfolio"
    Looking for help in real-time or want to help others? Join us at UE4's Unofficial Chat courtesy of Discord. Find me: @victorburgos

    Join me on stream: https://www.twitch.tv/victorburgos_ for UE4 Game Dev. If you need help, just stop by and ask!

    Subscribe to www.youtube.com/c/victorburgosgames for UE4 Tutorials, Live Streams and also Past Streams.

  20. #20
    0
    Love the art style.

  21. #21
    0
    Quote Originally Posted by Alexander Paschall View Post
    Wow, this is so gorgeous! I'm making your screenshot to the picture of the day (which will last the whole weekend actually)
    Thank you Alexander! You guys are awesome!!!

    Quote Originally Posted by VictorBurgos View Post
    I still don't know about the hot pink/magenta forest pic @higuy8000 (it might be growing on me though), but everything else is fantastic and I definitely enjoyed your breakdown for your grass. I agree, you should start up a devblog, will definitely be good as a "pseudo portfolio"
    Yeah I'm still playing around with the red forest areas colors, although I recently changed the sky to that greenish colors shown in the last couple of pictures which matches really well with the red. It's growing on me quite quickly, and is a nice escape from the other places to explore

    As for a devblog, that is something I'll start working on here soon, along with an actual website for the project as well. I'd like to start doing a more routine update too, possibly each month, while still posting pictures + other media each week. On that same note, should have the portal rendering breakdown posted later today for @MetricZero.

  22. #22
    2
    Here’s a new breakdown for portal rendering, as requested by @MetricZero.

    A few words though:

    This breakdown won’t cover everything, but hopefully it should get people started on the right direction to building their own portals and rendering them correctly. This same rendering method could also be used to build non-euclidian worlds (eg, a hallway that looks long on the inside, but outside looks short!). It could probably (and has been, although not really shared) be done better in C++, but this has been currently accomplished completely in blueprints.
    Here is an example of what you can expect:



    The first thing we should do is create the following assets:
    - A new blueprint actor class for our portal (BP_Portal)
    - A new blueprint actor class for the portals exit (BP_PortalExitNode)
    - A new material for the portal’s mesh (MAT_Portal_Master). In addition, you’ll need a simple plane mesh (rotated upwards to stand vertically) to apply the portal material to.

    Lets begin with going over how the material will work.



    We plug in a texture 2d parameter into the emissive color. In our BP_Portal class, we will inject a dynamically created render target into this parameter, and that is why we don’t need an actual render target asset. We also plug in a screen aligned UV’s into the UV input of the parameter, as we want the texture to align to the screen.
    This material right here is fairly simple. I also do some effects with the opacity mask to create more of a wormhole effect, which just uses some basic masks and noise textures that rotate and blend together.

    The last thing I do, which is still a WIP is fade out the portal material (lerping it with the render target parameter). I don’t like this, and will most likely get rid of it. In most cases, its not necessary either, since in our BP_Portal class we will stop updating our render target if the player is far enough away.

    Next up is the BP_PortalExitNode class. This class serves as the “exit” for the player and also where the portal renders to as it contains our scene capture component. There isn’t much going on here except for components, variables, and a function to update our scene capture:



    Lastly is the meat of it all, the BP_Portal class. There is a lot of stuff going on in this class and I’m not going to cover it all, but I’ll try to cover the jist of it.



    On Begin Play: The big thing here is creating the dynamic render target 2d. I’m using the Victory Plugin courtesy of Rama to create the dynamic render target, but with 4.11 or 4.12 there was a new node added which made it possible without the plugin to do this. The big thing here is when creating it is to get the correct screen aspect ratio. If it’s off, our portal will be distorted and look incorrect. To maintain a decent FPS, we get the player controllers viewport resolution, divide both X and Y by 2 (so half of the current screen resolution) and use those numbers for our render targets. Something to add in the future would be a scalability setting for this. Obviously if we do not divide the resolution we get a clearer result, but it tends to murder FPS.

    We then take that returned value of the render target, and plug it into a reference of our BP_PortalExitNode’s scene capture component so it has something to render onto. Next we create a material instance of the MAT_Portal_Master and plug the render target texture into the PortalRenderTarget parameter we created inside of it.
    Next is the camera math. With everything else setup correctly, we don’t have to do much to get something realistic now.



    Essentially, all we need to do is set the scene capture component’s rotation (from out BP_PortalExitNode reference) to the player camera’s rotation. It’s slightly hacky, but I have to actually modify the rotation by 180 degrees to get the correct results. This is probably an area that could receive some slight improvements in the future.

    In addition to this all is also where I call the Update function from the BP_PortalExitNode reference. If this function isn’t called (which it isn’t if we are more than 1000uu away) then the portal doesn’t update. The UpdatePortalCapture event is called on tick every 0.03 seconds. Reducing this number comes with more realistic rendering with the sacrifice of performance. Really, scene captures murder FPS, at least for me.

    Last thing we need to do is throw in a BP_Portal into our scene and link a BP_PortalExitNode to the Exit Node Reference!

    Final Result:



    Other things to do are teleport the player to the exit node reference. The easiest way to do this is to setup a trigger volume on the portal which simply transports the player to the exit node references location. This is easier said then done, which is why I didn’t show my code, as its still a WIP and quite messy. The same thing can be done to transport other objects. Another room to improve is to use custom stencil to the give the effect of objects passing into the portal (same thing should be done if you have first person objects and don’t want them to clip into the portal mesh).

    I hope this helps people who are looking to build portals. I know its not a complete guide but hopefully it starts people on the right direction to building their own. Even these systems have a ton of room for improvement and hopefully in the future I can expand on this same tutorial with more knowledge gained on the subject matter.

  23. #23
    0
    Much love.

    Thanks for the starting point. No idea how I'll accomplish it but hopefully I can figure out the 'pop' one day. Maybe after I get my feet a bit more wet I'll make a thread of my own dedicated to this subject.

    But seriously, you're awesome. I wish you the best of luck in your project, I'll be keeping an eye out!

    Also not sure what I could ever do but don't hesitate to ask if you need help with it.

    Happy hunting!

  24. #24
    0
    Samaritan
    Join Date
    Jan 2015
    Posts
    140
    Brilliant things here! Thanks for breakdown about the portals - will check it out.


    I am also working on game like that (open world first person puzzler) but with different visual style. Something like this (only draft for now):
    Last edited by nkey; 08-01-2016 at 03:17 AM.

  25. #25
    0
    Nice portal that you have here !
    An additional trick that I could suggest would be to use a non-planar mesh and with a not 2-sided material. For example something a bit curved inward the portal. This way, when the player goes through the portal, he will not pass through the mesh before being teleported.
    That's what they did in the game "Prey" : https://www.youtube.com/watch?v=AcZPttO4RZA
    And also what I did on my own portal system (but I used a cube instead) in UE4 : https://vine.co/v/iXpZUwA6B5W

  26. #26
    0
    Quote Originally Posted by MetricZero View Post
    Much love.

    Thanks for the starting point. No idea how I'll accomplish it but hopefully I can figure out the 'pop' one day. Maybe after I get my feet a bit more wet I'll make a thread of my own dedicated to this subject.

    But seriously, you're awesome. I wish you the best of luck in your project, I'll be keeping an eye out!

    Also not sure what I could ever do but don't hesitate to ask if you need help with it.

    Happy hunting!
    You're welcome, I hope it works out for you! Let me know if you need any help, I'm continually working on improvements for my portals as well. The toughest challenge so far is getting them to look good when loading other levels - I have something in the works for it but I'm still not sure exactly what I'm going to do. Currently my solution is to use a cubemap texture instead of the render target which is okay, but unfortunately its not dynamic since I'm not using level streaming.

    Quote Originally Posted by Froyok View Post
    Nice portal that you have here !
    An additional trick that I could suggest would be to use a non-planar mesh and with a not 2-sided material. For example something a bit curved inward the portal. This way, when the player goes through the portal, he will not pass through the mesh before being teleported.
    That's what they did in the game "Prey" : https://www.youtube.com/watch?v=AcZPttO4RZA
    And also what I did on my own portal system (but I used a cube instead) in UE4 : https://vine.co/v/iXpZUwA6B5W
    Thanks for the tip on the mesh man, I'll try that out. I believe we've talked on Slack before, your portal still impresses me every time I see it!

    If anyone has any suggestions on optimizing the portals please let me know. Lots of render targets really seem to destroy my FPS whenever I'm playing my game in certain areas :\. I still need to do a ton of actual optimization too, but I can already see them being a bit of a problem.

  27. #27
    0
    Quote Originally Posted by Higuy8000 View Post
    If anyone has any suggestions on optimizing the portals please let me know. Lots of render targets really seem to destroy my FPS whenever I'm playing my game in certain areas :\. I still need to do a ton of actual optimization too, but I can already see them being a bit of a problem.
    I'll definitely let you know if I ever figure anything out. I'm still trying to decipher your blueprints lol. But that lead me to about 500 other things I don't know, so it might be awhile.. At least there's no shortage of things to learn.

  28. #28
    0
    Samaritan
    Join Date
    Mar 2015
    Posts
    147
    looks amazing dude !!! it has some witness and no man's sky vibe here
    "Today a young man on acid realized that all matter is merely energy condensed to a slow vibration. That we are all one consciousness experiencing itself subjectively. There is no such thing as death, life is only a dream, and we are the imagination of ourselves. Here's Tom with the weather."

  29. #29
    0
    Better pawn No Man's sky and make ue4 prouder. Jking.
    Nice progress.

  30. #30
    0
    Thanks guys! Your kind words and comments mean a lot to me. Glad to see people enjoy the project and its art style.

    I finally wrapped up with my classes today so I should have a lot more free time to get started on a lot of things I have waiting to do, like creating a blog and website which I'm going to get started on tomorrow. Hopefully should have something soon for people to check out I have also been wrapping up some minor effects like lasers and impact, since a lot of the puzzle elements use those. Made some nice functions inside a library to draw lasers and impacts so can easily call that from any blueprint. Was previously using a simple debug line trace, but the new particle effect allows the player to see which direction the energy is flowing on the beam which is pretty neat.

    Heres a small sample picture of that, should have some nice media this weekend showing it off a bit more:



    Cheers!

  31. #31
    0
    I've been fairly busy this weekend working on a menu. I've been trying to get the game ready for some early testers to get an idea of performance on multiple machines, so my main goal was to get a persistent graphics menu and a developer menu that all saved.
    The developer menu was so that enabling certain statistics was easier for testers and could help get an idea of FPS in certain areas. I didnt spend as much time in this category as the others, but as the need for certain developer settings arise I can easily add them in to help out testers.

    Overall I made a few widgets and a save graphics file and appropriate functions. Now that all the base code is set up, adding in new settings in will be a breeze. I did some other things as well, like added stepping features into the sliders which makes it a bit nicer when you want to limit the amount of options and don't want a ton of buttons in the players face.

    All of these same widgets can also be used inside the main menu, which I'll be doing quite soon as well for the game.

    I uploaded a quick video for you guys so you can check it out:



    Nothing super exciting, but taking time for the little things like this is enjoyable and feels rewarding, as the game feels more and more polished. Still need to add sounds and other small details to it

  32. #32
    0
    Hey everyone - haven't had a chance to post much, mostly because the systems I'm currently working on are a bit boring. I've mostly been creating some new main menu systems using sequencer (which is awesome), save-load systems, a music manager, and a demo. I'm trying to get the demo completed this week for a small event, but not sure if thats going to be possible to do the necessary amount of work that needs to be completed before then.

    I recently however made a blog, and transferred over my two breakdowns I've posted so far here on there: http://lucasgovatos.blogspot.com/

    I'm currently writing up a new breakdown, this time for a music manager blueprint. The blueprint is a actor class that's spawned into the level using easy to access commands/macros, and certain "music" actors. Essentially the base manager class allows the user to enter in a series of in's, loops, out's, alt loops, transitions, etc and use commands to play everything accordingly. I started out creating this because even when using some of the built in UE4 tools, I found I simply couldn't get the results I wanted. I'll have a blog post detailing this entire system quite soon, as its something that I think most people should have in their games for easy to use music management. Along with that, I've been working along side composer Andrzej Ojczenasz, who's been creating some phenomenal orchestral/electronic ambient work so far for the game. I'll have to give a small preview to go with it

    Cheers!

  33. #33
    0
    I love how the foam of the water shader matches the shore dynamically.

  34. #34
    0
    Quote Originally Posted by Pinotti View Post
    I love how the foam of the water shader matches the shore dynamically.
    Thanks! This is done with depth fade. You can also control how large the foam gets. It works well, but some parts the illusion can break at certain angles (mostly when you look down from a top down view).

  35. #35
    0
    I did a blog post on the music management in Epitasis using blueprints and macros. You can check it out here: http://lucasgovatos.blogspot.com/2016/08/working-in-unreal-need-arised-to-have.html

    Other than that, I've been hard at work on a demo level for the project. I hope it to be something representation of a level from the actual game (and it'll probably be included in some way anyway).






    Hoping to get some good playtesting in with this demo quite soon as it's just about completed. Wooh!

  36. #36
    0
    I'm totally stunned by the portal effekt Tried to archive the same thing for a long time, gave up on it, then retried and failed again. Just tried to rebuild it based on your breakdown but didn't got it to work . I would be glad if you could share some more insight or even a little demo project featuring it :3

    About your project: It just looks gorgeous! Brilliant idea btw! Keep it up!

  37. #37
    0
    Quote Originally Posted by Eternal Black View Post
    I'm totally stunned by the portal effekt Tried to archive the same thing for a long time, gave up on it, then retried and failed again. Just tried to rebuild it based on your breakdown but didn't got it to work . I would be glad if you could share some more insight or even a little demo project featuring it :3

    About your project: It just looks gorgeous! Brilliant idea btw! Keep it up!
    Hey, perhaps when I have some more free time this week I'll see about uploading an example for you

    I'm slowly finishing up the demo level and also starting on some new areas of the main game. Once the demo is out of the way and some other things have been polished up, should go much faster in terms of level design and seeing more stuff in the game. Its a fun project to work on but requires a creative mindset and time to keep coming up with new puzzles using the elements the game provide

  38. #38
    0
    I've been super busy lately (working on this, school, work), but I wrote a small blog post on working on the demo for Epitasis. Check it out here!

    I learned quite a lot while making it, and most importantly I feel like I have a better understanding of what my game truly is and what is has become. Things have really started to come together, which is quite awesome to see. In addition, the blog post has a bunch of new screenshots in it, so go check it out!


  39. #39
    0
    This is looking great, dude! Keep it up!
    Good War Games.
    Twitter: @goodwargames
    Facebook: www.facebook.com/goodwargames
    Unreal Engine WIP: Hyper:BAE
    Unreal Engine WIP: Wasabi Horizon

  40. #40
    0
    Quote Originally Posted by Pedwar2 View Post
    This is looking great, dude! Keep it up!
    Thanks man!

Page 1 of 2 12 LastLast

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •