[ALPHA] VIDA - UDK2U4 C++ port

@anonymous_user_3c1bdf8e_ Thanks, it’s being a bit slow to implement the new things (lots of learning on the way), so unfortunatelly I don’t have too much things to post as I would like. :smiley:

PERMABLOOD is back on U4! :smiley:

One from my game features I liked most on the UDK version was the “Permablood” system, to short, it’s a per-level RenderTarget that does receives marks telling where blood was spilled and send to the shaders to get bloody, so, since I’m not using decals to blood marks I don’t need to remove them, so the blood pools stay on the level.

On UDK it did used ScriptedTextures (which were presented to me by @anonymous_user_a4c3f9da), but on U4 with all the source access was a lot easier to figure what to do without them. :smiley:

The system is back (as improved version)…

While I don’t have the combat system implemented “yet” I simply placed the mark generation command on a skill button to test purposes. Got a trip on the level pressing the button and so…

Now with the system up again, It’s a matter of getting the right shaders to make the blood a less weird. (Glowing red is not so much realistic… LOL)

Cheers!

Finally, left the FeatureTest level after some major systems implemented, time to play a bit with Landscape and some additional assets…

Some new textures, better lights, some more assets…

a3e005f8c078111819484f1e179d62b9d1a9f2d5.jpeg

Let’s see what foliage will bring… :smiley:

Databases localized to English, almost ready to make a video presentation…

1301b8e509783b1c7521eab0908debec6f146e34.jpeg

Hope you like it… :slight_smile:

No worries Creasso , we really LIKE it ! And I wish that this video soon arrive .

Finally working on the travel map, liked too much the result that I’m considering using it also to the Main Menu… :smiley:

0b267b63fb3a2d89cff9ea7ebf16c0f7cb69fd31.jpeg

There are 2 god’s idols to place, but I think this idea will match with the game story.

Well… As I said…

9e520927f60f3443a8c4d11c6888dc7e03b04770.jpeg

The UI is yet “photoshopped”, but I think it will work. :smiley:

Zaraluna Chapel WIP

It’s fun to see how just few meshes modules can make nice things…
Back to childhood and my LEGO afternoons LOL

Cheers

Exterior done

Errr…

The phrase “Your death will be avenged” insists in coming to my mind, I don’t know why. :smiley:

LOL

Here we go… LevelDesign time…

First level almost done…

10cdc5aa9ed8c7b944af9e69839cd50a0799e66c.jpeg

Instead of “Location, location, location” I do prefer “Mood, mood, mood”. :smiley:

This last screenshot is epic.

You really doing a great job in the MOOD compound. This moon with this sky is impressive !

almost finishing this scene…

34562a56bfaef35888bf5a94a2a3403a98a489c4.jpeg

Lots of new assets after…

Well… Couldn’t understand how the AbilitySystem works. :frowning:

Decided to make one… Looks like it’s working…

That thing of AnimMontages and BranchNotifies are amazing! Hope the performance doesn’t degrades if I abuse the system just a bit. :smiley:

Well… “Almost”… LOL

Human Character

Well, after a reskin and generate again his textures the old human character is inside the U4 version…

b4b20341c77c37038caec713037ad3a00eee5ffc.jpeg

Now finally I could test the UI changing by race!!! :smiley:

5a4af9d169d45e1b168b2e17836fcde959c8aeb1.jpeg

Great Progress so far.

I am throwing my money at screen to get that moon and cloud combined sky material but nothing is happening. :frowning:

I like the look of your UMG menus good stuff here!

@Archilleon: LOL, it’s not something so complex and dynamic as the Epic skydome/system shown on Shotergame example (if you look there, you can get a better sky than mine), to put it on marketplace I should make a complete system (a thing I can’t to dedicate myself now due to the game), mine just does that, nightskies with a moon.

@Genesislozengue: Thanks! UMG was a theme of “heavy” study since it left the Experimental stage, the UMG team did an amazing job with the tool, after you tame the system it becomes a puppy! :smiley:

Thanks for the comments guys!