Hey everyone! we are Mojo Game , an independent video game studio. We have been developing our flagship title, Aderyn’s Cradle, since our founding in 2012. Initially starting in Cryengine3, once U4 came out we switched right over because we felt we could have a much easier time working with blueprint to make our new RealFight Combat system, as well as many other systems in our game.
Currently, we are at Indiegogo to seek funding to build a proper “vertical slice” and alpha multiplayer for our game, for another, larger crowdfunding campaign next year. Please check out our game and let us know what you think!
I can post nothing visually attractive as I’m working mainly in C++ on porting my RTS game system to UE4, using a custom pathfinder as the core.
I’m just ready with half of the map decomposition system, mainly the static part dealing with terrain heights and slopes. It consists of tiles and small areas (clusters) feeding the hierarchical pathfinder with the information visible on that ugly debugging HUD. Cluster middle tiles are represented by green boxes, the white one is the tile under mouse pointer (invisible in the screenshot), yellow ones are the corresponding cluster tiles. The more exciting parts are coming just now…
Moreover, my notebook is just over the minimum requirements, which is a great motivation to intensively deal with performance optimizations.
That is . Only thing I can spot is that the torch/candle flames and firepit smoke are not reacting to the wind coherently with the snowflakes (I mean that flames are reaching upward where the snowflakes are blowing toward camera). Maybe something worth checking out. Regardless very well scene.
Doing some testing of my Mount & Blade style combat. You’ll notice the text on the left side is showing which direction was picked based on mouse movement. You can also see a reskinned JCInventory with some improvements. The sword that gets equipped actually is the JCInventoryItem, as well. I also quickly demonstrate the damage and ragdoll system (set with an unrealistically high force).
Not shown is the bow which also has animations implemented, and leaves behind JCInventoryItem arrows (which get stuck in whatever they hit, but have a to bounce) that you can pick up. I plan to add a to make them break, and let you recover the pieces to repair them with the crafting system.
Two hand sword is also animated.
Currently both up/down use the same animation for both sword types, but once I have a separate animation that will change. Also to be added will be a Chivalry style swing direction system (mapped to mousewheel, MB4 etc. instead of using inverse mouse direction to pick) as an option. Not sure which I’ll pick as the default system.
I made a cloak model and got it working with APEX clothing tool, though it needs to be remade so that it won’t clip with itself so much when under physics. Still looks cool from a distance, though, and I’m proud of the cloak itself and the texture and normal map I made.
Also would like to give a huge thanks and a shout out to and his work on the RenderDoc plugin for UE4. If anyone is doing any kind of shader work and needs some debugging tools. Go check it out: wiki.unrealengine/RenderDoc_plugin
Credit for the animations has to go to Kubold with his Rifle Anim Pack Pro. They are really amazing and did contain almost everything I wanted to have in terms of animations.
I just added a procedual animation for recoils and holding the weapon properly + making the anim blueprint/anim component base class. Almost everything in First Person is procedually driven, except for the reloads, but I also want them to have a system at some point where the weapon mostly drives the hands, but that’s something for later.
I’ve recently added camera animation to the all-procedual recoils to have a little bit more detail to them:
drive.google/open?id=0B23Zc0WeZ8neaEcyXzZ5T3NFQlU
and a first pass grenade explosion effect:
drive.google/open?id=0B23Zc0WeZ8nebWRWUFJyVDZtYWs
Surikain Fury, an Action adventure Hack n Slash/ 4 player Coop story that I have been working on for 17 years and now that i have a small group that is willing to work with is helping me make my dream a reality