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Thread: Our Ghosts of War - World War 2 Survival Game

  1. #81
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    Quote Originally Posted by brunogruber View Post
    This is looking great! I like how natural the scenery looks. Keep up the awesome work
    Trust me Bruno when I say we're getting as excited as you are... This game is bananas.

  2. #82
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    You guys continue to amaze!

    Cant wait to be able to play this.
    Marketplace Packages

    UnrealSlackers is a Community driven group of likeminded people here to discuss UE4! Join UnrealSlackers on Discord!

  3. #83
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    Change Log - Alpha 0.3.0.1252

    - Players now have access to their Steam friends list.
    - Players can now update existing sessions. (Excluding UI Aspect)
    - Players can now determine which session their specific friend is in. (Excluding UI Aspect)
    - Players can now send an invite to other friends. (Excluding UI Aspect)
    - Players can now get a list of recent players. (Excluding UI Aspect)
    - Players can now be in three hydration states: Dehydrated, Low, Full
    - Players now run faster when fully hydrated
    - Players now get a health boast when fully hydrated
    - Players stamina now decreases when not fully hydrated
    - Players health bar depletes when dehydrated
    - Players stamina regenerates at a slow rate when dehydrated
    - Players can bleed
    - Setup parallel Perforce and GitHub server execution.
    - Dedicated Server Support (~25% Complete)
    - Initial investigation of spline road tool.

  4. #84
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    Tobruk Bake


  5. #85
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    This looks so awesome! I'm curious about the sky texture used in the foliage test, it looks great! Did you just replace the stock sky with your own textures, or devise a more complex system like the UltraDynamicSky blueprint in the marketplace?

  6. #86
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    We're using a HDRI solution for the sky.

  7. #87
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    Impressive work. Your modelling and texturing skills are outstanding!

  8. #88
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    Samaritan
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    Guys I've seen a lot of project and I'm under NDA but working on this project has been the greatest experience of my life. The attention to detail is staggering.

    When the team is ready to show everything you're going to be blown away. "Our Ghosts of War" is the greatest ode to World War 2 you could possibly imagine.
    Last edited by Jack M.; 12-20-2015 at 04:06 PM.

  9. #89
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    great progress on the amazing looking scenery, definitely keep coming back to check the progress on this project.

  10. #90
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    #1millionsoldcopies in 1 week confirmed.

    This game will BLAST everything away!

    Amazing art & details. Subscribed.

  11. #91
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    Change Log - Alpha 0.3.1.1259:

    - Players can now host a dedicated server.
    - Developers can now launch a LAN based dedicated server game.
    - Players can now search for a dedicated server game.

    Not a lengthy change list this week but most of our time has been spent committed to being sure that our dedicated servers are working properly. Got to optimize that netcode!
    Last edited by PixelPerfectPolygons; 12-20-2015 at 11:52 PM.

  12. #92

  13. #93
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    Change Log - Alpha 0.3.2.1271

    - Players can now search for a session hosted on a dedicated server.
    - Players can now join a session hosted on a dedicated server.
    - BUG FIX (BID-000000007) Searching for a session multiple times results in no sessions found.
    - BUG FIX (BID-000000008) Attempting to join a game when one does not exist results in a crash.
    - Players now have access to a standard server list widget.
    - Players can now search for session that are both on dedicated servers and not at the same time.
    - BUG FIX (BID-000000011) In game pause menu doesn't open when the Escape key is pressed.
    - Developers now have access to a friends list widget.
    - Players can now see a widget of their friends list in the main menus.
    - Developers now have access to a refactored GameSession interface, cleaned up with a focus of easy access and handling of async functionality.
    Last edited by PixelPerfectPolygons; 01-07-2016 at 02:36 PM.

  14. #94
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    This looks awesome!
    Looking forward to see more gameplay :-)

  15. #95
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    Change Log - Alpha 0.3.2.1271

    - Players can now drown:
    - Staying in water too long will cause the player to gradually loose health and die.
    - Buff/Debuff system (which controls player levels, stamina etc) has had a major overhaul.
    Last edited by PixelPerfectPolygons; 01-07-2016 at 02:36 PM.

  16. #96
    0
    Change Log - Alpha 0.4.0.1291

    - Players now see two splash screens on the game's startup.
    - Players now have a welcome screen on the game's startup after the splash screens.
    - Developer files had their copyright notices updated and all new files will now generate with the new copyright notice.
    - Players now have access to their friend's list directly from their main menu.
    - Players now have improved visibility and usability with their friend's list.
    - Players will now have their friends list update asynchronously and continuously when necessary to ensure it's always up to date.
    - Players now have access to a base damage component which allows them to deal direct damage, radial damage, and damage over time to any item specified by the developer.
    - Developers now have access to a growing weapon hierarchy that supports everything from ranged to melee weapons.
    - Developers access to weapon hierarchy now includes the basics to supporting many of the various bullet types.
    - Developers (and future game modders) now have access to a reworked component structures within the API. Components are now easily accessible and modifiable.
    Last edited by PixelPerfectPolygons; 01-07-2016 at 02:36 PM.

  17. #97
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    Change Log - Alpha 0.4.0.1291

    - Players can now pick up items and put them into the're inventory
    - Players have a limit on how much they can carry, every item takes up a certain amount of slots and inventory's have a max number of slots
    (This is the first iteration, the inventory will eventually be grid and weight based)
    - Developers now have the base framework allowing them to create basic items that can be picked up.
    Last edited by PixelPerfectPolygons; 01-07-2016 at 02:36 PM.

  18. #98
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    Looks very interesting, I'll be sure to keep an eye on the progress.

  19. #99
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    Quote Originally Posted by Shuu View Post
    Looks very interesting, I'll be sure to keep an eye on the progress.
    Thanks for the support!

    Just brought on our third coder to develop combat systems for the games. You guys should be seeing more on that in the changelogs starting this week.

  20. #100
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    Check out how our UI is coming along.

    Last edited by PixelPerfectPolygons; 01-11-2016 at 02:01 PM.

  21. #101
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    This looks really great. How will the collisions physics match the structure?

  22. #102
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    Where can a copy be purchased?

  23. #103
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    Quote Originally Posted by PixelPerfectPolygons View Post
    We're using a HDRI solution for the sky.
    Corona Environment or 3Ds Max?

  24. #104
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    Quote Originally Posted by PixelPerfectPolygons View Post
    This looks very good. Which Widerstandsnester design is this? What beach location?

  25. #105
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    Quote Originally Posted by PixelPerfectPolygons View Post
    Will the game also employ the big guns from the ship that were used to knock out some of the bunkers after the tanks failed?

  26. #106
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    Quote Originally Posted by PixelPerfectPolygons View Post
    Change Log - Alpha 0.3.0.1252

    - Players now have access to their Steam friends list.
    - Players can now update existing sessions. (Excluding UI Aspect)
    - Players can now determine which session their specific friend is in. (Excluding UI Aspect)
    - Players can now send an invite to other friends. (Excluding UI Aspect)
    - Players can now get a list of recent players. (Excluding UI Aspect)
    - Players can now be in three hydration states: Dehydrated, Low, Full
    - Players now run faster when fully hydrated
    - Players now get a health boast when fully hydrated
    - Players stamina now decreases when not fully hydrated
    - Players health bar depletes when dehydrated
    - Players stamina regenerates at a slow rate when dehydrated
    - Players can bleed
    - Setup parallel Perforce and GitHub server execution.
    - Dedicated Server Support (~25% Complete)
    - Initial investigation of spline road tool.
    Nice player mechanics. The men that came in with real life conditions and were already half starved, cold, and scared shitless. Surprised as hell that the bombing did not take out the 88's. Talk about fog of war...

  27. #107
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    Quote Originally Posted by PixelPerfectPolygons View Post
    Are the sand bags solids? Are they movable?

  28. #108
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    This post was a great read. hazzah!!

    Quote Originally Posted by CheapModeler View Post
    9/16/15 UPDATE


    HAWKINS MINE



    A few weeks ago I downloaded some design prints of the Teller Mine. I haven't worked on it yet. But, your Hawking Mine is an inspiration.

    Pixel Perfect Polygons

  29. #109
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    I wish I was around back on this post. I have some DEMs from a company in France that worked for the government. They were of the coast erosion and I tried to work with them to make my own map. They were taken from aerial LiDar out of a prop plane.

    The only problem with making maps from images of today is that the erosion has changed the coast since 6-6-1944. The arch at Point du Hoc is the most significant. Looking at the print of the U.S. Navy map titled "First Beach Obstacle Overprint - Information as of 12 May" that was provided to the GAP teams, I see a panoramic view of the beach from Fox Red to Easy Green the western section. It shows the lat-long of the houses and Roman ruins along the beach. Which should provide accurate placement of them.

    Quote Originally Posted by CheapModeler View Post
    9/13/15 UPDATE


    Using satellite DEM data we've managed to create a 400km historically accurate terrain that is larger than even DayZ. There has NEVER been a more historically accurate terrain in history than the one you will find in Our Ghosts of War. Here is the first preview of that map. You can see first hand how much ground the terrain will cover along with all the towns and locations that will be in the game. We've worked our butts off to make this possible and we really hope you'll be able to enjoy the fruits of our labor very soon.



    Pixel Perfect Polygons

  30. #110
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    I'm curious what the auction house is about. Can you give any more info on what it is exactly?

  31. #111
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    The Auction House is a placeholder UI element thrown onto the screen by our UI artist. The UI still isn't finished and so we wanted to see how it would look all filled up. We might want to add in a store down the line by allowing artists to create and sell cosmetic goods like they do in Rust, but there's about a million other things we need to work on first before we even entertain that thought.

  32. #112
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    Quote Originally Posted by Darce View Post
    This looks really great. How will the collisions physics match the structure?
    Can you explain what you mean when you ask this?

  33. #113
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    Quote Originally Posted by PixelPerfectPolygons View Post
    Can you explain what you mean when you ask this?
    I was just wonder if you were doing low poly collisions with the high poly graphics?

  34. #114
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    Absolutely stunning stuff, keeping my eye on this!

  35. #115
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    Current Build: Alpha 0.4.2.1303

    - Created modular trigger volume script for anytime player walks into a trigger volume, we can easily drag & drop a blueprint into this tech to quickly set up environmental reactions.
    - Collision detection for modular trigger system.
    - Airdrop tech randomly spawns a placeholder drop ship 50 meters above player, within a 10 meter radius of current player position when trigger is fired. These numbers are placeholder and will be easily accessible by designers to balance / tweak later via the Details panel in the world editor.
    - Drop ship placeholder mesh in place, ready to be swapped out in the future.
    - Drop ship spawns a Loot Crate when trigger volume detects player the first time (prevents endless spawning, memory managed therein).
    - Loot Crate falls to the ground when spawned directly beneath the current position of the Drop Ship.
    - Loot Crate has collision detection set up. Currently, the player can walk up to it and a text message will appear on screen. This is the foundation for future player interactions with the Loot Crate, as more systems are created.
    - Rendered box colliders for playtesting trigger reactions.
    - Created a campfire, set up a campfire mesh with fire and smoke VFX (placeholder until we get assets).
    - When player gets near campfire, text will appear on screen explaining that the player is getting warmer.
    - Player can toggle the campfire on and off by walking into the red box collider rendered around the campfire.
    - Updated Generic_Trigger Blueprint into Generic_Trigger_Spawn_Event Blueprint, enhancing it's modularity for spawning any type of world event easily.
    - Began our Artillery Strike system, setting up the core parameters of it's effects to self, friends, and enemies (damage, range, physics-related properties, etc).

  36. #116
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    I love this project. When are we going to see some gameplay?

  37. #117
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    Hi Bruno. We love this project too.

    We're putting together an Our Ghosts of War Direct similar to what Nintendo does to showcase their upcoming games and hardware releases. We're big fans of the format because it lets us discuss Our Ghosts of War in a professional manner while avoiding the potential awkwardness that comes from having a pre-alpha build crash on us on something like a Twitch Stream. The Our Ghosts of War Direct will primarily serve as a polished developer diary that showcases the features currently implemented with hints of more to come.

    We should have the Our Ghosts of War Direct ready in roughly 45 days. The team is afraid of spoiling everything which is why we're sticking primarily to coding updates for the time being. We'll throw up a new screenshot every week heading into the Direct though which is where tons more will be revealed. Thank you for the support and keep your eyes open.

  38. #118
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    Beautiful, just beautiful! Amazing visuals Are you going to have a campaign/story mode?
    Last edited by MarkusLappalaine; 01-21-2016 at 07:08 AM.
    Have a happy day!
    - Markus Lappalainen, Composer & Audio Engineer

    SoundCloud

  39. #119
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    Hello Markus. Thanks for the warm words!

    To answer your question, definitely. A campaign/story mode is planned for Our Ghosts of War. Just remember we're still in pre-Alpha. If things turn out well, the dream is to expand on the survival genre elements of Our Ghosts of War and create the world's first open-world World War 2 sandbox game equivalent to Fallout 4 and Skyrim. With the support of community it's definitely possible! In the mean time we intend to do the best we can with the resources at hand and make a great game regardless.
    Last edited by PixelPerfectPolygons; 01-21-2016 at 01:51 PM.

  40. #120
    0
    Changelist:

    - Inventory is now a grid in which items must be placed without overlapping each other.
    - Added item containers:
    - If part of an inventory actor, it can be placed inside the inventory.
    - If a usable actor it can be accessed with the use key
    - Added quick hack to visualize grid for inventory
    - Items have two main functionality classes:
    - InventoryActor which is the item when in the inventory.
    - PickupActor which is the item in the world with a mesh.
    - The characters inventory is a subclass of container. (it would be possible for a character to have multiple containers simulating multiple bags)

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