New PC, PS3 and Xbox360 Game - Fursan al-Aqsa - Knights of al-Aqsa Mosque

#FursanAlaqsaGame meets @MortalKombat!

Can you guess what I am planning next to my game?

Cheers!

#Blood #KnifeKills #FinishHim #FlawlessVictory #Fatality

Hello guys! Just want to show off here something cool I created. A cool HeadShots Counter for the Special Ops Mode.

The basic tech behind it is very simple.

On the UnrealScript Class that control the enemy behaviour, I created a boolean variable called HeadShot. Then on the TakeDamage Event of the enemy UnrealScript Class I created a small function to detect which bone of the skeleton was hit by the weapon projectile (in case Head and Neck Bones).

So whenever the weapon projectile hits the Head or Neck Bones, the boolean variable HeadShot is set to true (it begins the code as false).

And then on Kismet there is a node which can read object properties (variables). So I simply added this node to read the variable HeadShot value, and if its true, I made increment in 1 another variable (kismet variable) which is the HeadShot Counter. So that means, each time the player shoots the head of the enemy. the HeadShot Counter will increment in one, so the player performs 3 headhsots on the enemy, the HeadShotCounter will be 3.

Next step is add another counter to count total number of enemies on map. It begins by counting all enemies an add them to an array, and then add an event (Enemy Death), and each time this even occurs, one enemy will be removed fromt the array (ObjectList). So whenever this array becomes empty, that means we killed all enemyes. And after killing all the enemies, then we go there and check for the value of HeadShotsCounter variable. If I want the player to perform at least 10 HeadShots, I need to check if this variable is >= (bigger or equal) than 10. If yes, then the mission is accomplished. If it is < (less) than 10, then mission failed.

Itā€™s that simple!

Cheers!

Fantastic work! Been following your work since you advertised it on our forums, we are glad to be part of the journey and wish you all the success!

Thanks my friend, and welcome to my home (Unreal Engine Forums).

Here is where this game was first born :cool:

In this small video I show some cool and custom pickup items I created for the #Multiplayer mode, in the best style of #RetroFPS and Classic #FPSGames like @Quake and @anonymous_user_afe0585e. Also you can see the finished HUD for Multiplayer.

Fursan al-Aqsa Dev Blog #9 - Making-Off Weapons and Projectile Physics

In this article I discuss the technical details of how I created the weapons of my game, and how I did the physics simulations for the projectiles using Unreal Script.

https://www.indiedb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/features/fursan-al-aqsa-dev-blog-9-making-off-weapons-and-projectile-physics

Hello guys! A small update here.

I created a new custom AI Class especially for knife kills game mode.

Now you can approach the enemy from behind without being spotted, however, if you touch the enemy, or stay a long time behind him, he will realize it and shoot at you.

This was done mixing Kismet with UnrealScript. I even created a custom field of view to the enemy using a trigger volume.

Awesome, I like the bullet tracers a lot : D.

Thanks man! I hope you all will love my game, Insha Allah (Godā€™s willing).

By the way, these are not bullet tracers, they are actual bullet, projectiles extended from UTProj class. These are a particle effect shot from the weapon, itā€™s kinda trick I did to have at the same time a fake bullet trace and real projectiles on my guns.

Here on this article I explain how I created the guns for my game, itā€™s a worth reading:

Cool, Well I did not think the first time that they where tracing bullets, I hate them they kill a lot the realism and so I though they were projectiles and they are.

I call them bullet tracers idk why lol, I like the small trail they have.

Hello guys!

I am now remaking the Knife Kills System, with updated character animations and a brand new camera animation, on the best Mortal Kombat X style. It even has the X-Ray effect!

Cheers and until next update!

I was thinking on releasing those test maps (with blue/white checkboard) from since last week, for people test the game, however, I think that these donā€™t reflect the final game quality and may even harm this project.

As I said before, I will ask a very small value (something like U$ 2.00) for each episode, because I am in strong need to earn some profit (my financial conditions are very bad at the moment). So itā€™s for that reason that I prefeer release each episode on itā€™s complete state, with fully textured maps, animations, mission objectives, and so on, for making this game worth the price. I know that even for a small price like this, people want a complete product, a fully working game, not just a ā€œdeveloperā€ bugged version of the game.

I hope you all understand the reason why I delayed a while the release of this game.

Thanks guys for all this support and interest on my game.

#FursanAlaqsaGame - Updated Knife Kills System - WIP (Work in Progress)

Now itā€™s more Bloddy, Gory, Cruel.

Itā€™s more @mortalkombat #Fatality #NoMercy #FinishHim

Hello guys,

Some new updates here, I hope you all enjoy.

Fursan al-Aqsa Episode 1 Coming in May 10th 2020!

https://media.indiedb.com/images/games/1/73/72158/Fursan_al-Aqsa_-Release_Date_Announcement_Final-_EN.1.png

Fursan al-Aqsa - Blades of Revenge Trailer

You, Brave Hero!

Get your knife and seek your revengeā€¦ The blood of the oppressed is calling youā€¦

Join the Resistance!

Watch the trailer:
https://www.indiedb.com/games/fursanā€¦evenge-trailer

Finaly accomplished another task of the roadmap towards the release of #FursanAlaqsaGame. I did remake the gameā€™s menu, and I am very proud of the results. This was done in Scaleform (Adobe Flash CS4) and 3dsmax, the code behind it is ActionScript (Flash) and Unreal Script (UE3). I hope you like it.

Before going to the last step of my dev workflow (finishing the campaign maps), I just wanted to assure that everything which I have done until now, especially the latest game updates, work flawlessly on consoles (Xbox360 and PS3). Here you can see the Weapons Showcase Testmap running flawlessly and smoothly on my RGH Xbox360.

*** Sorry for the video quality, as I am using an Easy ā– ā– ā– ā–  lol!**

Here is the game running on PS3 HEN (3.0.1):

https://media.indiedb.com/images/games/1/73/72158/25-Fursan_al-Aqsa-_Knife_Kills_PS3.png

Fursan al-Aqsa Dev Blog #10 - Updated UI - Scaleform Showcase

https://media.indiedb.com/images/games/1/73/72158/26-Fursan_al-Aqsa-_Updated_UI.png

Hello there! New update here.

On this video I show off the finished UI (User Interface) of Fursan al-Aqsa, including a basic options menu, pause menu, and a very beautifull ā€œGame Overā€ screen.

The UI Design was created in 3dsmax + Photoshop + Scaleform (Flash CS4).

The programming was done in Action Script 2.0 + Unreal Script.

I always try to make things as simple as possible. I always like to begin over a working framework instead of doing from scratch.

In the case of my gameā€™s UI, I opted to use the default UDK Engine Scaleform (Flash) UI, which came and works outside the box, however, I did customize it a lot, to give my own artistic touch.

The Scaleform framework is a very advanced UI solution by Autodesk, and it was used on many blockbuster games like Grand Theft Auto V and Borderlands 3

GTA V Options menu (done with Scaleform)

Bordelands 3 Complete HUD (done with Scaleform)

About the Options Menu, because my game runs smoothly even on the most modest of PCā€™s (ignore the video lag, itā€™s because bandicam capture software uses a lot of my PCā€™s CPU and Memory), I decided to donā€™t add options to reduce the gameā€™s graphical quality (model detail and texture size). I made it on the highest quality my PC can handle (also PS3/XBOX360). So the game run using the full quality of the assets (models and textures).

About Video Resolution, as I wanted a standard framework between PC and Consoles, I decided to add only 2 Resolutions Options, which are 720p (1280x720) and 1080p (1920x1080), as both resolutions are supported on PS3 and Xbox360. Anyway, is very easy to manually change the resolution to any value by just editing the ini files (I will include a README), however, the minimum resolution for the game is 720p and all my UI Assets are in 1080p, so that means, if you run the game in 4K, in example, the UI may look blury, and on a resolution lower than 720p, the UI will be stretched. Sorry for this, but UDK/UE3 donā€™t support responsive UI Layout. I think UE4 supports because you can create UI in HTML5.

About Audio Options, I was not able to add a volume slider control (it was going to be VERY HARD and troublesome), however, I have done something more simple, which works and has a purpose. Many people who donā€™t understand Arabic, want to have an option to turn off the gameā€™s nasheeds (arabic musics), letting only the sound effects (many claimed that this way the game would look more realistic). So I added this option, a simple button to turn off and on the gameā€™s music, letting only the SFX playing. I have done a lot of testing, and even with music on, you will be able to hear all Sound Effects arround you, as I setup the music volume on a very low level, enough for those who want enjoy listening the music, without making it overcome the Sound Effects volume.

About Control Configuration, as my gameā€™s campaign mode will have many scripted sequences with specific keys assigned, I decided to donā€™t allow changing the controlā€™s scheme (anyway, you can also manually change it only on PC by editting the ini files).

Whenever you pause the game, you will see the controlā€™s scheme. Also, something very cool, is that my game is 100% compatible with Xbox360 Controller (I think even XboxOne because it uses the XInput protocol). Just plug and play. Also, you can use ANY Gamepad (I am using Nykko Airflo) through a Xbox360 Controller Emulator (I will include it with my game). And the pause menu detects what input you are using to show you the controller configuration scheme. If you are playing on PC with a Keyboard and Mouse, you will see PC Keyboard Controller Scheme. If you are playing on PC with a Xbox360 Controller, it will show you the Xbox360 Controller Scheme. And if you are playing on Consoles (PS3 or Xbox360), it will show the consoleā€™s controller scheme (Playstation 3 Controller and Xbox360 Controller).

I hope you all enjoy it (as I am very happy with the results).

Cheers and until next update!

Now I am working on a new map for my game, based on Camp Filon, an Israeli Military Base located on the Golan Heights on the Syrian Border. This is not a replication of the real place, because I am using many Marketplaces Assets (models and textures purchased from sites like Turbosquid, Unity Assets Store, Unreal Engine Marketplace, and so on) to build this map. However, I am trying my best to make these maps have at least a similarity with the real locations.

This mission will be on the best Metal Gear style, you need to invade the enemy base at night, eliminate them without being spotted. I am also doing uniform (cloth) variations for the gameā€™s protagonist, Ahmad al-Ghazzawi, just to fit the mission. For this mission, the player will be wearing a black uniform to be like a shadow on the darkness, to be a trully nightmare for his enemies. Itā€™s just a comestic thing, but I think it adds that extra degree of polishment to my game (soon I will showcase).

Did you make that apache helicopter? wow