Mars Police

Those stills look like they’re straight out of a cinema production!

I would die to see a breakdown of those rocks :wink:

Gorgeous :wink:
Perhaps it would be cool if the cop could fight on the ground too but…well, i guess it is a matter of taste… Looks very fun! gg!

thanks guys!
@Jonny10, at the moment, the rock is just a huge model duplicated and scaled/rotated across the map. i will have to break it apart later for performance reasons…

@macoll, i was thinking about the third person shooter mode while animating the run cycle but i’m afraid it’s a can of worms :smiley:

here’s less edited gameplay which is mostly shooooooting :stuck_out_tongue:
cheers!

https://vimeo.com/154276438

Looks like some pretty chaotic fun! Keep up the good work! :slight_smile:

The game is fun.
What about letting the cop guy place C4 to do more damage when he is near a ship from above ?

Craazy! just wondering a bit regarding your color choices, right now the cop and his heli are blue, so are the enemies (?), buildings on the ground and the sky is mostly blue as well. Gives you that nice bloorange feeling, but it hurts readability :slight_smile:

Seriously looking game there. Looks like it would be very fun, lots of replayability, and it has a beautiful color palette.

A piece of constructive criticism regarding explosions. I noticed you specifically mentioned explosions needed more work somewhere (I think… cant find it now) so you might already be on top of it.

  • So my two cents is in regards to those orange explosions triggered by blowing up the enemies.The color in the animations seems to be (some have a flash of white at first) Orange, fading to black, which very quickly fades to nothing. There’s two things that bug me a bit about that

1 - Too much orange in the animation. It makes it look like a laser or something. I think the explosion should have a bit more white in the beginning, then some yellow, then the orange then a bit or red, then the black smoke you have at the end of the animation, which brings me to the second issue.

2 - Not enough smoke at the end: Extend the animation’s length and keep darkening the animation til it is all blackish smoke,then have it take a bit longer to fade.

Image a graph to visualize it. You do have the yellow in there, which I forgot to add on my graph.
Imgur

I think the white and red would make the animation pop more, and I think having the smoke intensify and linger longer would give the player a stronger sense of satisfaction for blowing up the enemy.

So, I don’t know how hard that would be to implement, or if there would be repercussions, but I feel it would be worth it. Maybe quickly tweak the animation to compare.

Either way, you game looks very cool, and unique! It’s always cool to see a unique and innovative game that doesn’t just feel like a clone!

hi guys, thanks for comments!

@Galeon: sure, i was thinking about being able to drop bombs because blueprint-wise it’s easy to modify the existing projectile

hey @Pampers: the other blue helicopters are on player’s side while the enemy crafts are grayish. i hope they are distinct enough in colors/shape… i do want to improve enemy colors tho but i want to avoid the obvious red choice : )) buildings are very temp still, player’s HQ ( or police station ) should be less blue and very distinct since its destruction is often enemy objective.

@OldAccount29 : you’re right and thanks for taking the time! the thing with explosion colors that bugs me is that there is no gradient from center-out. right now they start white and cool evenly. i’ll try fixing it with a simple fresnel when i find the time. the smoke lingering is easily adjusted but i need to keep in mind the performance because there is lot of things exploding all the time :smiley:

cheers!

Yeah I was worried about performance when I was typing it out… :frowning:

Given the info you just said, I would be personally very curious to see the animation as it is, but with added red between the orange and black, and then a longer trail of black. even if it ended up having to be cut, I bet once you played with a long smoke trail you wouldn’t want it cut! :smiley: Maybe have it in the graphics options for higher settings :slight_smile:

@sittingducky
I was thinking about shoot them ups, like the main cop firing forward and some bonus cops sit down on sides of the copter launching roquets at a slow rythm also.

@Galeon that could be fun! i tried mounting a regular AI turret on the chopper’s front grill and it worked well so i guess i’ll make that as an upgrade thing once i get to that. i’m writing all these ‘‘would be cool’’ things down but now i need to go back to boring stuff like the main menu and save gaaaame :smiley:

@OldAccount29 maybe the performance won’t be affected as much as i suspect, it’s just a mesh with a simple material so i will be tweaking the explosions a lot more and adding more shapes/colors. the colors are controlled by a timeline so there is some red but not enough :slight_smile: + with the weird color picker and color spaces in unreal it’s kind of tricky to get the right color, especially the right red…am i the only one? :smiley: i had ideas for long smoke trails based on stretched spline mesh but i’ll let that wait for a while

ladies of maaars

new feature, the player will be able to pick up chicks from the rooftops, just like in real life. they are armed and they got your back Jack!
currently, there are 3 different head models and a randomized dress color. video soon.
cheers!

a retro sci-fi jet train model for a mission in game ( motion blur in PS )
more: Redirecting...

had no idea where to start creating the level so i made this concept. just a few years of work awaits lol.
still need to make the bloody logo.

circling the map layout in a train for fun. the geometry is temp

i do not know whether to be inspired by your awesomeness or disheartened by my apparent ineptitude …This looks beyond belief

lol man i don’t know whether to simply thank you or write a novel how hacky and hard this was…and still is :smiley:

EDIT: the UDK project was hacky as hell but thanks to Blueprints things are going much smoother with mars police. still, everything here from art assets to BPs went thru at least two iterations and some of it just didn’t make it; i had a huge chunk of menu systems for mission selection done but i just wasn’t feeling it so i had to delete it after working on it for months. in 4.15 a new tonemapper ruined the environment colors i was tweaking for a looong time and the only thing i could do is to rebuild my day/night cycle. now it looks better and it’s more optimized but it was a nightmare! :smiley: soon i’ll have to overhaul the entire player controller as i see all the faults i made when i was starting this thing.

anyway, it’s a PAIN but i love working on it and it’s nowhere near the straight up depression i felt when all i had was a grey temp level and a starter pack character. waking up and seeing that for months was sooo defeating ( or disheartening ) but as soon as i made my first functioning health bar with variables and everything, things started looking up. later i deleted it because it sucked lol.

keep at it!

Whatever you do i am sure it will end up amazing mate . i am seriously jealous and in awe of your skill . you are seriously talented i looked for negatives so that i would not come across as an *** kisser but wow. Please never give up on this

This is a beautifull map. Why don’t you make a kickstarter or hire someone to speed up game creation ?