What Are You Working On? Community Screenshots & Videos

Video of what I’m cooking up at the moment:

?v=yLXI7j_TQug

Some screens I also posted in our WIP thread:

(Testing out DOF on weapon in first person, the 2nd has a misaligned mesh when crouching, but it does show of the DOF rather nicely.) Model is from the Scifi Weapon Pack on the Marketplace.

@
Even though it is a work in progress, the hands and weapons of the character in the FPS camera need to be at a high resolution or have the normal maps that give the illusion that it is. For example, the wrist of the left hand looks way too sharp, where as the gun is looking smoothed. It is me being picky, but if you look at all the games being released that show the same amount of realism as that of your weapon, especially in an FPS, they are looking really high res.

Hi thanks. We’re using ShooterGame’s hands with nothing but the normal map applied. Material should be updated soon though to add more detail.

I made today a blueprint only android game trailer.

?v=A-s7TKuJ8I8

?v=z85-k5y_mpQ

My first NVidia Shield Tablet build. Got it yesterday and, well, it’s not bad.
The controls are messed up, but gonna fix it.

preview

winter is coming


www.facebook/madhousesoftware

Allright, cross platform multiplayer. Video made wyth Shield Tablet, the other 2 are 2 game instances on a stand alone PC.

=iwjkdXwA5Xc

Currently working on a Survival/Strategy called LOPO Island, where your goal is to build a raft to get off the island, while sourcing out food/water and taking care of the enemies that come out at night.
So far i have…
Day/Night Cycle, with spawning enemies that search in your area
hunger/thirst mechanics
Inventory System and currently working on crafting
still working on day and night, hopefully can get a video up soon!

game Im working on for android and Ios devices called ‘Sun Run’

The objective of the game is to collect the stars and get to your beloved Moon GF ‘Crescent’ and rescue her with light from the evil Horizon. Collect enough each level and win back the day for the earth!!

=wYCFmNopLXM

Reworked some of the floor textures with the Quixel Tools today.

Sorry for the high-resoltion images, but 's some stuff I’ve been doing inbetween projects.


(The flag/colors can be changed to whatever color you want in the final version, still very WIP )


Will you add rope/wire to the clips on his arms? Helmet POV is going to look . (The DOF is a nice touch)

Edit: Crossposting from our WIP thread, a playtest video we recorded yesterday playing with a couple of friends:

=aGyT88MDqi8

Working on a Turn-Based Shooter Prototype using Blueprints. Got a Dynamically spawning localized grid system for movement and a basic Command UI for movement, firing and end turn. I’ve also recently replaced the default cameras on the characters with a general RTS style camera. Working on character animations and A.I. Behavior Tree right now.

are the latest video and blog updates:

=J2MpvNGMR7U

=SqOrMcB8DRg

Unreal Engine 4 Dev Update #6: Character switching, Holographic Localized grids & Auto-Activation of UI

Unreal Engine 4 Dev Update #5: HUD based Command UI, Grid based movement system & Dynamically Spawning Grids

Feel free to check out the dev updates and tutorials in my blog: Unreal Possibilities

Really looking forward to your game man. First time I saw one of your dev videos, the one with shooting grenades to alter the level design, it really blew me away. Are you working on a single player aspect as well, or is it a purely multiplayer shooter?

It’s purely a multiplayer shooter, we’re not working on any SP component for the game. :slight_smile:

Playing around with grass meshes again :stuck_out_tongue:

Small proof of concept for now that C# can be used in UE4.
:///IkQJkTK.

There are several reasons why C# would be easier:

  • No header files, or worrying about the wrong include order in a complex project (circular references)
  • No memory management needed (if the C++ side is handled correctly)
  • Array bounds checking
  • Fast compile time
  • Automatic serialization
  • Less cryptic compile errors
  • All the variables are initialized to their default values before being used
  • Delegates, anonymous functions
  • No DLL hell
  • Use existing C# code libraries (No compilation setup at all; a huge difference compared to downloading C++ libraries)
  • In-built system types: String, List, Array, Dictionary etc.
  • Far less of a of messing up your data with pointers.

Cool POC! I was really looking forward to C# support when it was first announced that unrealscript would be replaced by C++. But now that I’m more comfortable with C++, while having Blueprint on top of that I feel like it’s not something I will need anymore.

Still, I find the possibility of it interesting and surely a good number of people will find it more comforable to work in C# (easier transition from Unity too)

I have been learning Unreal 4 for about 5 months now - and I love it. The game I have been working on is called Diluvian, a Scifi FPS using a Doom style, with flat sprites as enemies. I have made video of my progress so far:

vimeo/114802741

Made an RTS camera for Top Down Turn Based games.

Unreal Engine 4 Dev Update #7: RTS Camera System for Top Down Turn-Based Games