Hey ! Unfortunately I don’t know the first thing when it comes to programming. A hover board system like UT3 would be pretty though! =)
[=;495380]
Hey @anonymous_user_2a09f2b7! Unfortunately I don’t know the first thing when it comes to programming. A hover board system like UT3 would be pretty though! =)
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Hi
Fortunately I know about blueprint programming, but unfortunately I am a very bad programmer =(((I do not like the things I have programed in blueprint by myself, I think that could be better addressed if I devote more time, but currently the time is my enemy). I have dedicated most of my time with art, such as concept, level designer, lighting, , character modeling, props, scenary, rigging, texturing, animation and writing.
But probably I will dedicate myself learning C++, very soon, in year, when I finish my expertise in level designer and finish my recente project in progress.
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Hoverboard does look like a fun project… Might have to give that a try when im documenting and polishing current proj
I’d love to see what has to offer with a hoverboard project
because the Procedural Motion Toolkit looks fantastic and very impressive. COLLLLLL
Take a look on video: [FONT=Arial Black]://forums.unrealengine./showthread.php?91833-Spline-Driven-World-Actors](://forums.unrealengine./showthread.php?91833-Spline-Driven-World-Actors) ☜
Since C++ projects are now allowed on the Marketplace I would like to see a Turnkey online system for handling player accounts on steam, psn, xbox live, google play, and IOS.
Basically it would be a lobby system for both dedicated and host servers that allows the creation of parties as found in pretty much every FPS game out there.
So basically you would invite your friends to a “party” and then search for open games (like battlefront) or directly connect to a server from a browser (Like battlefield 4).
Give it the option to allow mid game joining or pre game lobby only. Possibly include a MOBA module that allows the group to pick their characters before hand.
The current blueprint solutions don’t cover the above needs.
More modular interior stuff, modern apartments that kinda thing, more stair choices for Architecture visualization
I would like to see more car packages and also Car Ai/race package which help is more easier to make car game with AI and single race or 5-6 track race mode game
What I’d really love? Some cheap s***. I’d like to have more things that are high quality enough that people using them aren’t limited by the small number of assets or the cheap Blender-level thrown-together things that the get, but still at a reasonable price. Say, 20-45 bucks?
Also, a seller-definable price setting system. As of current, the Marketplace gives a potential seller a drop-down list of price settings, going from Free to $19.99 all the way to $999.99. What I’d like to see is just a simple text box where the seller can input the desired price, maybe with a limit of 5 digits (up to $999.99, mandatory decimal point which is automatically inserted).
I would like to see more AI assets. Maybe something more specialized. Tower Defense AI, Zombie Flock, Basic Shooter AI, RPG NPC AI etc.
There is currently only one AI related asset on the marketplace, that is a huge market gap.
Lots more architecture stuff and a weather system that works in doors and out that you can just drag and drop
medieval assets
What kind of medieval you have in mind DjenSKY ?
I would be very interested to create an environment pack for the marketplace, I had the idea of create haussmann architecture inspired from Paris but apparently there is no interest for the moment.
I also would love create dark medieval fantasy or Dark gothic environment.
I see there is already a lot of Sci fi enviro in the marketplace.
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Non-targeted multiplayer Melee combat system (medieval weapons) with animations
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Complete configuarable lifelike NPC system for RPG with multiplayer. NPCs should go about a daily routine (eat,sleep, go potty, do work, chat, goldbrick), react to players (attack/defend/runaway/faint/cower/seduce/reject/inform/denounce/praise), react to changes in environment/location. System should permit easy insertion of audio and animations for each NPC action/behavior.
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More realistic medieval assets
More asset sets that are all focused on single theme. Also series of them by single artist so they keep same artstyle over multiple sets.
Generally artists should think about what kind of game can be made out of their sets.
For me if there was choice between cheaper set that is either mixed or just one in some style, and some set from series that all are designed to function in same game, i would pick second set. I bought several art sets and my game looks kind of like Frankenstein.
Then sounds, we need more sounds (themed like those prop sets), market is flooded with music, but there are no good sound sets for game. There are some but then you gt 20 scifi 50 8bit, 20 medieval etc. Then another sound set just does not fit together with first one, you can hear that sounds are from different games.
So artist folks pick your theme, and make not mixed sets like you would do it for single game. I always pick such set (if it fits my game theme) over some mixed ones. Then second major plus in my book is when that artist continues with same theme in next package.
Ps.
We lack some serious voice packs from voice actors. If somebody could do packs of list of same sentences for different voice actors that cover most of game i would grab them until all my money from selling kidney is gone. For now (prototyping) i am using voice synths, but would be nice to have that stuff (even generic sentences) by real people.
[=;524308]
More asset sets that are all focused on single theme. Also series of them by single artist so they keep same artstyle over multiple sets.
Generally artists should think about what kind of game can be made out of their sets.
For me if there was choice between cheaper set that is either mixed or just one in some style, and some set from series that all are designed to function in same game, i would pick second set. I bought several art sets and my game looks kind of like Frankenstein.
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That’s one of the thing I’ve been wondering myself. As an independent artist who’s less than a few days away of officially starting developing art assets, it’s always great to know what people would like. The thing though when you work alone is that creating sets takes a lot of time, so when we do, we really need to have a good idea of what people would like.
In that regard, what would you say is the best? Would you be more interested in one complete (but more costly) pack - which have both architecture and props? Or would you prefer to limit it only to architecture so you can have better control on the overall feel?
And regarding overarching style, do you mean something that belong in the same “hypothetical” universe? For example (and it’s only an example, not what I’m planning to develop), if I was to make a Architectural pack, then the next step would be a Medieval Village pack, as both would have the same overarching theme. Or do you mean to develop the same pack in different sub-packs? For instance, Architecture (1st pack), Architecture Variation (2nd Pack), Props, etc? That would reduce the cost per packs significantly, but overall if you were to buy all three it would be more costly.
In any case, thank you for the feedback.
[=Lurianar;524660]
That’s one of the thing I’ve been wondering myself. As an independent artist who’s less than a few days away of officially starting developing art assets, it’s always great to know what people would like. The thing though when you work alone is that creating sets takes a lot of time, so when we do, we really need to have a good idea of what people would like.
In that regard, what would you say is the best? Would you be more interested in one complete (but more costly) pack - which have both architecture and props? Or would you prefer to limit it only to architecture so you can have better control on the overall feel?
And regarding overarching style, do you mean something that belong in the same “hypothetical” universe? For example (and it’s only an example, not what I’m planning to develop), if I was to make a Architectural pack, then the next step would be a Medieval Village pack, as both would have the same overarching theme. Or do you mean to develop the same pack in different sub-packs? For instance, Architecture (1st pack), Architecture Variation (2nd Pack), Props, etc? That would reduce the cost per packs significantly, but overall if you were to buy all three it would be more costly.
In any case, thank you for the feedback.
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Hey Lurianar!
I believe what means is creating a series of assets that developers could rely on for an entire game, as opposed to one off packs. Not that there’s necessarily anything wrong with that, but as he mentions developers like being able to keep consistent quality and visuals throughout their game. is something I’m doing when it comes to scifi assets, and as you mention doing it alone is a lot of work but it is rewarding. I’ve held polls before inquiring which styles people would like to see more of, and fantasy was one that consistently stuck out. If you are familiar with development in that vein, you may want to give that a go.
As for how you want to structure them, that’s up to you. I’m working on an ever expanding collection, just put out my 4th pack recently. I’ve come to divide my assets into Architectural, Props, and Material packs. Props aren’t excluded from my architectural packs, but they aren’t the focus. Just as Architecture isn’t excluded from props pack, but aren’t the focus there either. Pricing is different based on these categories as well. My architectural packs go for $39.99, props for $24.99 and materials for $14.99. They used to be higher, but I marked them down because I want people to be able to afford the entire collection as these packs are designed to work well with one another.
Whatever you decide, it’s good to make sure you have a game plan before tackling development. Good luck with your work, I can’t wait to see what you come up with. Let us know if you have any further questions! =)
Yup I meant what wrote, and i bought his one or two packs. But because there is no whole set of packs that could cover my game, I am doing my current “frankenstein” level that is for testing only. When i have gameplay I will do some props (or buy packs that fit my game if there will be set of them).
For theme you either do what you like to do, do some pools, or look trough work offers on forum and see what is most popular setting. But skip mmo and open world rpg topics those usually never do anything. Worth checking are mobile assets for some games, but is hit or miss.
Mage wands, staves… (just mage weapons)
[=;524782]
Hey Lurianar!
I believe what means is creating a series of assets that developers could rely on for an entire game, as opposed to one off packs. Not that there’s necessarily anything wrong with that, but as he mentions developers like being able to keep consistent quality and visuals throughout their game. is something I’m doing when it comes to scifi assets, and as you mention doing it alone is a lot of work but it is rewarding. I’ve held polls before inquiring which styles people would like to see more of, and fantasy was one that consistently stuck out. If you are familiar with development in that vein, you may want to give that a go.
As for how you want to structure them, that’s up to you. I’m working on an ever expanding collection, just put out my 4th pack recently. I’ve come to divide my assets into Architectural, Props, and Material packs. Props aren’t excluded from my architectural packs, but they aren’t the focus. Just as Architecture isn’t excluded from props pack, but aren’t the focus there either. Pricing is different based on these categories as well. My architectural packs go for $39.99, props for $24.99 and materials for $14.99. They used to be higher, but I marked them down because I want people to be able to afford the entire collection as these packs are designed to work well with one another.
Whatever you decide, it’s good to make sure you have a game plan before tackling development. Good luck with your work, I can’t wait to see what you come up with. Let us know if you have any further questions! =)
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That was incredibly helpful! As for the fantasy part, I absolutely love fantasy. I’ve heard that Sci-Fi was somewhat saturated, so I was looking at something that I’d both like to work on and that there would be demand on it.
I understand the demand about having several packs that can fit within one same universe. From a business point of view, it also make sense to develop that, as you’re able to build a solid base of customers.
My question, however, is if it’s a winning choice in the end - basically, if one dev start working on several bundles that could hypothetically fit in one single game, isn’t there a risk that a group of game creators would end-up with the same assets in their games? I’d like to hear your input on that @ and @ .
I will definitely make a poll, as mentionned by , as to what type of fantasy architecture people are interested in - I was planning to work on something dwarfish, although I absolutely love everything elven and medieval.
[=Lurianar;525485]
That was incredibly helpful! As for the fantasy part, I absolutely love fantasy. I’ve heard that Sci-Fi was somewhat saturated, so I was looking at something that I’d both like to work on and that there would be demand on it.
I understand the demand about having several packs that can fit within one same universe. From a business point of view, it also make sense to develop that, as you’re able to build a solid base of customers.
My question, however, is if it’s a winning choice in the end - basically, if one dev start working on several bundles that could hypothetically fit in one single game, isn’t there a risk that a group of game creators would end-up with the same assets in their games? I’d like to hear your input on that @ and @ .
I will definitely make a poll, as mentionned by , as to what type of fantasy architecture people are interested in - I was planning to work on something dwarfish, although I absolutely love everything elven and medieval.
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Hey Lurianar!
As I mentioned above, there definitely seems to be a demand for fantasy. It may be worth trying. =)
As for your question, that’s why modularity is so important. Not just physically, but also materially. The more options developers have to set their assets apart from one another the better. For example my packs allow you to tweak up to 4 individual PBR and color values per asset. Additionally, my architecture is designed in a way where you can swap pieces with ease. I’ve also gotten into the habit of releasing free expansion updates from time to time, adding new pieces or updating textures to provide more options. These are the sort of things you can do to make your pack have more value for the developer. A large collection of highly modifiable assets will give them the tools they need to create great looking environments while also setting their designs apart through a myriad of options.
Now as you may well know, is all a lot of hard work to go length when making assets. It takes a lot of planning, especially when ensuring packs are back/forward compatible with each new entry. But to me it’s worth it. =)
Best of luck to you!