On what little spare time I have while blueprinting and allot of Google searching for troubleshooting things, I stepped away and revisited an old FPS level that was being put together with some buddy’s of mine. Allot of is just testing still but the arms, weapon and animation mechanics were all in the window of a week.
My work is still in early stage and as I currently focus more on making much content than polishing one area so all the screenshots are still of early low quality.
I have now about 7 semi-open world maps/interiors of quality level, about half left to go.
I only have a few characters at the moment so now I am focusing more on those though. And after that, quality upgrade for all!
Gameplay is third person turn based RPG with cinematic elements(lots of matinee cameras to spice up).
I call it DIFYS at the moment, (I don`t tell what it stands for ^^) but name will probably change.
Also, main character is still a place holder from my old test project, he will get a complete change too…
An organic area, the walls are pulsating with the heartbeat. ^^ is actually a spoiler picture but why not since its only .
The chains are still placeholder since doing and animating them properly will be on quality phase…
The game (or the world) might seem a bit messy since I am not focusing in one theme,
but as a creator I just want to try different things around freely and not be tied to a fixed standard in project.
The first gameplay test of Chronicles Of Eden, Ive been working on it for about 1 month now
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's a link to my thread .unrealengine/showthread.php?72270-Chronicles-Of-Eden-A-2-Player-Fighting-Game-Please-help-out-I-ve-many-blue-print-issues-to-solve
Working on some simple loot crates and was able to do without ever having to go into Photoshop for texturing. Really wanting to get more in depth with the Substance Designer software and really push what is possible with that program.
is great! I love the animations on the crate (unintentional rhyme).
Your textures are nice but substance is so powerful I think you can take it much further, the beauty of the software is how well you can dynamically adjust the textures during runtime. Try making the handles and hinges oxidize over time, the main body of the crate could get scratches/burns etc…
A quick video from a bottle washer developed for a job. Still get some bugs to adjust and glitches on the animations that never goes away
Each machine in the scene has about a million polys, with all dynamic lightning and they are all streaming .
I’ll post the remaining machines soon as possible.
Hello My name is I am a single developer(Looking for love XD), making a FPS Horror Game in Unreal Engine 4.8. is my progress So far.
all the models, textures, animations etc. were made by me in various programs. Im trying to show the power of Unreal with the talent of key optimizations using Lods, Culling, and lighting to keep the game a smooth 50- 60 fps. its a wip So I am making more optimizations that should greatly improve game play and FPS I hope you guys enjoy it
=k2hRV_4Ew48https://?v=k2hRV_4Ew48