[FONT=Lucida Sans Unicode]Hi! My name is Konstantin. I want to share with you my experience of developing games on UE4. I work as a tech artist in a company, this project is like a pet project to me. I am self-taught developer and have experience in various fields of game development: modeling, animating, shader development, game logic programming etc. I strongly believe that one person can make a game by himself. Together we will start developing different features and combine them in various ways to build different games. I like approach when cool stuff can be achieved in a short time with a simple implementation. In a few words You can learn how to create a single game like Vanishing of Ethan Carter or something like this. Project has dynamic weather system, interaction system, consumable system and pie menu inventory, save and load system with synchronization of world state, world map and minimap and more. Please feel free to leave your feedback, the project is growing and I hope it will help somebody.
Here is a link to the channel:
Here is a full list of episodes:
Project and Editor Setup
Game Basics
Head Bobbing Feature for First Person Camera
Day/Night Cycle
Weather System
Adding Moon
Time of Day Widget
Radial Progress Bar with Material Editor
Interaction System
Outline with Fill Color Post Process. Using Stencils
Radial or Pie Menu with Material Editor
Consumable System and Pie Menu Inventory
Character Attributes and Communication with Consumable Items
Log Widget for Actions
Death State Visual Feedback
Advanced Log Widget with Stacking Feature and Rich Text
Typewriter Feature with UMG and Point of Interest
Minimap, World Map, Markers
Niagara VFX of Fire for Interactable Fireplace
Adding Volumetric Clouds to Weather System. Dynamic Behaviour
Storable Settings and Main Menu
Save System for Narrative Game. Advanced Main Menu
Interactive Water
Pickable Interactive Objects
Cel/Toon Shader, Noir and B&W Post Processes. Using stencils for fancy staff
Story-driven Quest System for Narrative Game. Save/Restore Progression
Pixelated/Retro Post Process for early Doom-like game
Fake Cel Shading for Forward Rendering
Wall Fade Feature for Top-Down Games
Procedural Grass Material. Zelda BotW and Hob style
Smart and Simple Landscape Auto-Material. Using Landmass
Easy and Simple Stylized Shoreline with Distance Fields
Easy Water Buoyancy
[FONT=Lucida Sans Unicode]Stylized Multi-Colored Fog