Morning in the forest. Attempt to create realistic nature scene.
(Grass shader taken from ‘The Garden of Eden in Unreal Engine 4’ by Aaron Neal, part from .
Thümmler ‘Nature Environment in UE4’ forum, trees and some other vegetation made with SpeedTree.)
I guess I’ll toss up as my modest contribution. I been getting things together slowly for a superhero rpg style game, similar to City of Heroes (which I miss a lot). So is a video of some of the area I’ve gotten . I’m using the Urban City, Prototype Chracter, and space music packs for the video.
Creating assets… almost everything from any marketplace I get just doesn’t work well in my project… everything from the mesh, textures, materials, etc… So instead, I’m using most the purchased assets as reference material.
If you recognize the design, it should give you an idea of what I’m working on:
Working on the new C++ survival game! So much fun! Setting up the project basics at the moment, character movement, 3rd person camera, usable objects etc.
We’re developing Red Goddess. Currently we’re working in camera features. To define the camera behavior, we made a number of design decisions about how we want the player to view the game world and what is the best way for the gameplay.
We did define the behavior of the camera for each location in the game world and for each possible situation in which the avatar find, the camera moves intelligently to follow the action, the biggest disadvantage of option, is that we’ve to implement each camera manually. it requires much more work to implement.
The player sees the game world from the side as the camera tracks the avatar.We have follow a combination of types of cameras. The camera normally follows the avatar at a fixed distance as she runs around in the world but sometimes the camera should do a zoom, so the player can see some way beyond the avatar into the distance
Working on a cloaking effect that allows for part of the mesh to be rendered opaque while other parts are translucent. It doesn’t make much sense, but I think it looks cool.
It does make sense. Imagine a Building game, where you first place a BluePrint and it materializes as shown above. And i think there are many more possibilities!
For example, change the Transparent Shader to one with low refraction, and less visibility. Voila you got an interesting transition effect, when a Player picks up an Invisibility-Item!
Also, the character can use a invisibility suit like the one Snake uses on Metal Gear Solid. The suit can be “activated” using effect. Or even a “Matrix” effect (the character is inside a virtual world and he is disintegrating, or something like that). I liked it.
Updated the spline following system for my platformer test.
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The player can now correctly rotate on the splines and also follow the spline paths round corners.
The camera still needs some work as it’s still a little jerky/unruly at times.
I’ve also added some collectibles and a HUD system to make it look a little more interesting. Thanks to Streak Thunderstorm’s Sonic Unreal Worlds project (Sonic-Unreal-Worlds-Open-source-UE4-Sonic-Engine) for the rings icon in the HUD.