Nice promo stills, but imho, you have too much DOF
Nice promo stills, but imho, you have too much DOF
Last edited by Shockwave-peter; 02-23-2016 at 05:16 PM.
Wow, looks amazing. Environments are beautiful.
How this looks incredible!
Do you know when the playable demo will be out?
I can't wait to give it a go!
Thanks @karl182 we hope to roll the demo out on our Greenlight page by next weekend, still in testing and tying up loose ends!
Just a quick character update, we've continued refining the material on our WIP character mesh in preperation for the demo. Still missing tattoos but already looking much better:
Very impressive! The syncing is excellent. But -- forgive me for asking this -- is the voice acting a placeholder or is that the line reading you want to use in the finished game? It sounds a bit flat.
I really hope I'm not being rude, but I feel voice acting can make or break an immersive experience.
Still new to this Unreal business, even after two years.
The last scenes are beautifull and the bear is becoming good. will the bear have the bandana as in the artwork ?
Do you use a furr material for the bear ? The material looks very strange , on the hands it looks more like some mud or floor material than furr.
Keep the good work.
Last edited by Galeon; 02-28-2016 at 06:16 PM.
Thanks Galeon, yes the bear will have the bandana and the tattoos from the concept we just haven't added them yet. The material is a fur material. There aren't a lot of great fur solutions and that's part of what's made the Ursine model a challenge, but we are continuing to try different techniques to achieve our vision
Woohoo .. been following this from almost the beginning. Improvements look really nice but I totally understand the problems involved. These guys ate fighting tooth and nail to put out the best work they can. Might be a while before we`ll see AAA releases but , I most def. see it happening in the future, once they get established. I`ll continue to support their efforts and hope others will as well.
Been awhile since I`ve been here and it`s good to see all the positive feedback. If you want to keep up, check the Druid Game works site.., sorry,,, don`t know how to link.
Yup, looking really good. I know you won`t be serving up prime rib on this very first release but, it`s smelling like a great pot roast with all the fixin`s .
Update: Development on Dreamtime continues to be great overall though we continue to struggle with UE4's packaging system; in four weeks and many MANY failed builds we just can't get it to go along with packaging the demo on its own outside of the main project delaying our launch on Steam Greenlight. The demo plays beautifully now and while the programmers argue with the automated packaging tool, the LD and Multimedia teams have continued optimizing and innovating. We've recently integrated a new skydome and are digging the results so far!
Currently we are planning to move forward to Steam Greenlight on the 25th, with or without the playable demo depending on whether or not we're able to get it packaged in time. Thankfully, since the game runs fine for us we've put together the long awaited gameplay trailer to give potential voters a look at how the game plays. I'll continue to post updates as we go. Thanks for stopping in to see how we're doing!
Just a few screens from the forest interior, really liking the way the light plays through the trees now, feels Epic.
It's been tricky but we're finally getting the balance right between detail level and performance, these were done on medium settings and still look great. Feedback is welcome there's always room for improvement and we appreciate the input of our UE4 peers
It looks beautifull, is the bear face improved ?
These are somethings we'd ultimately like to change as well, the artist went for a more bear like interpretation adding a heavy ruff of fur around the neck and back/shoulders which obscures the definition on the neck and back. Definitely at the top of things we'd like to improve as that change to the design has made armoring and animating more difficult. Unfortunately we don't have an experienced character artist on staff at the moment so there are limits to how much we can improve until we aquire a new artist specializing in characters to help us. We're working hard to get closer to our concept though so in future updates you will definitely see that evolution. Thanks for your feedback
If any character artists are out there willing to help, we'd love to hear from you! firstname.lastname@example.org
We are NOW ranked in the Top 5 on Steam Greenlight, please stop by and give us a thumbs up if you feel it's deserved!
And a peek at our beta gameplay trailer!
Thanks for having a look!
About the bear torso and back i see better in the video, it looks like he is wearing some coat because the base is very squarry and long , if you make the torso more tight and rounded and add only few muscle it should work better.
The bear should strike with it's claws or have that a super power, it looks strange seeing him using a really small weapon that does not damage as muc as claws.
The overall game is gorgeous and the bear head is ok without warrior traits and marks.
Thanks Galeon! The weapon is just a training weapon for sparring. We actually have a variety of fighting choices from heavy weapons like spears and axes to empty hand combat if they prefer claws, that's up to the player.
The character model changes we have planned include more definition to the head, neck, back, and chest. We also want to go much higher in the poly count, it's been a struggle to get exactly what we want, we've had 7 different freelance artists attempt it, but we will get it there.
I found some interesting bear warrior model
Thanks for sharing Galeon!
Most people probably expect humanoid bears to growl, claw and to be the typical tank type character with heavy weapons they have seen/played in most other games. There's definitely room for that type of character in Witanlore: Dreamtime too, but our design vision is a race of humanoid bears that can be as varied and unique as our players. Not just warriors, but scholars, musicians, and assassins too. Dreamtime features a host of classes, customizing options, weapons, and armor types to give our characters the flexibility to be whatever our players feel their ursine avatar would be.
Just another update, we are now ranked in the Top 5 on Steam Greenlight, please stop by and give us a thumbs up if you feel it's deserved!!
Awesome work peeps
Keep it up!
Luos's Modular Cave Pack - 500+ meshes! (try the free version!)
4 Elements pack! - Both defensive and offensive!
A Particle A Day project pack 1 - 28 particles, soon to be 56!
A Particle A Day Project - Soon to be continued! (grr @ real life)
2016 VFX Showcase & Rad Rodgers VFX Showcase!!
@Luos Thanks for taking the time to offer some support!
WE ARE GREENLIT!
It's kind of a relief to cross this off the To-Do list thanks to everyone who checked out our game on Steam and voted we are super grateful! We'll continue posting updates here as we progress toward publishing.
Just an Update!
Since Greenlighting we've been working with former nSpace artist James Leggett on bringing our character vision to life in a way that's more inline with our concepts.
These are still early WIP, there's no fur obviously, and the muscle tone will be reduced some when fur is added so it's a bit exaggerated at the moment. We're really pleased with how it's coming along, it's nice to see our character nightmares becoming a thing of the past. Feedback is welcome.
i love just coming through and checking out the progress of this game, keep up the awesome work guys!
Last edited by CNKIT; 04-23-2016 at 04:47 PM.
Self-Learning to program, Open to advice!
Thanks for your replies guys, means a lot to us
The new model follows better the concepts, well done.
Just a short update, we've been working on the Hedgewolf model, kind of a fantasy hyena/wolf hybrid the Hedgewolf lies in wait in the long grasses for unsuspecting prey to walk by. If leveled high enough your totem animal may spot these guys before you do, but if not they pack a big punch with their powerful jaws, watch your step!
Doing a little interaction programming today. A lot of RPGs overlook interactivity with the world, simple things like sitting and lying down are left out so players can never let their role play come to a rest. We want our players to be able to interact with the environment wherever possible in ways that feel organic. Here is a look at some early interactivity.
Disclaimer: The model in this video is the old placeholder mesh as our character model is still being developed this was just for testing purposes.