What Are You Working On? Community Screenshots & Videos

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.)


Fly-through:

Superheroes WiP

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.

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's a little something I’ve been working on weekend:

://www.showmethatagain/posts/20150322_213026_post.jpg

It’s a blueprint that reads patterns from a text file and uses it to spawn instanced meshes.

In example I’m trying out an idea for an inventory system for ships in an open world scifi game.

Early stages of Affinity, it’s a prototype Iv’e been developing in my spare time. 's a screen shot:

Working on my Sewer Entrance. Still have a light problem, it seems a little too Dark.

://www…de/screenshots/SE_01.

is very interesting :slight_smile:

an early WIP of my project - =fGcXkyPOWxU

WOW that’s very beautiful and well executed! Def following it.

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:

Many thanks

Starting a proc gen building thing, starting with rooms

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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.

://www.tomlooman///2015/03/survival_bombs_01.gif

Hello!

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

Please check it out in the bellow gif;

://redgoddessgame///2015/03/camera2.gif

Any suggest/comments are welcome! Thank you

Jesus that gif’s bigger than my house, what have you

Took a lonnnnnnng time to load the page!

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.

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Sorry about the size, we just changed… TY

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.