As I watched the video I did *expect *to see a to reload animation from those shells attached. Doesn’t really require an extra animation, just hide or swap materials for the shells one at time when the weapon is used or reloaded, which ever looks cooler.
I’ll probably just swap the shells out, it’s a lot easier and makes more sense :P.
I’ve created the gamejolt page which will be used to download and play the Project Frequency demo! You can go there and follow the game, so you know exactly when it goes online to play it
Also there’s a couple of new awesome screenshots at the facebook page, I re-painted some of the entities, they look creepier now
Oh yes! finally! i waited so long :3 thx!
Demo will be available around May 13th, enjoy the pics!
PT Homage I did after hearing the cancelation of Silent Hills.
Massive improvements, demo will be released this upcoming week, with the Kickstarter/Greenlight following it.
After 5 months of painful solo development, I’m proud to say that the demo is done!
The Project Frequency demo will be available in around 3-4 hours, it will feature a small section of the open world level and a horde mode, you can head over to www.projectfrequency.com and subscribe to the newsletter, in which we will let you know through there when it’s available to play!
I did a small guide to lessen the learning curve that the game has
Once it’s up, I hope everyone enjoys the experience the game provides, combining open world survival mechanics with old school difficulty and psychological/atmosphere horror instead of the usual open world zombie TDM games. After this the Kickstarter and Greenlight campaign will be worked on, hopefully launching both in 2 weeks top. I hope Epic looks at the project >_>
Great! I can’t wait man. I will be the first to try it out. And do let me know when the Kickstarter is up. I don’t mind spending a little $$$ to help out a fellow developer!
EDIT: Also, what hardware do you develop on? Thanks!
Thank you! The kickstarter will be pretty soon, we’re setting up the newsletters and everything else. I’m developing the game on an NVIDIA 680/Intel i5 2500k 3.3ghz
Cool! Already downloading.
My god that was quick haha, and yes the demo is finally available! Go and register to the newsletter to receive access to the download: http://www.projectfrequency.com/play-now/
All feedback/discussions about the game please post them on the forums! This is only the start, this game will only grow from now on!
From the screenshots I can tell it clearly is more polished than Unity build you made a few months ago. I will have to check this out if I get some time this weekend.
It is a massive improvement :P, from the graphics to the code to everything!
I’ve been extremely busy these past days, my college set me up with a booth on the Comic Con for 3 days straight, hundreds of people played Project Frequency and the experience was phenomenal! The feedback was extremely positive and I even managed to scare some people!
I’m doing the final touches on the new update which will fix lots of bugs and add new content to the alpha release, one of the new weapons which will be available is the tin can. You’re gonna be able to throw them to distract monsters, adding more stealth elements to the game.
I’ve been struggling for 3-4 days now working on the Save/Load system, written in C++ and called from the BPs. I’ve done this before on Unity, but my oh my, I didn’t think it would be this tedious and complicated. But it’s all working nicely now, I can save the entire state of the level, from the AIs, to the items that are on the floor, the player’s inventory/weapons and the ammo inside the items. A job well done! 's some pics!
If anyone needs some pointers on how to approach the save/load on C++ let me know!
Project Frequency is now on IndieDB!
Loving the project looks very cool, and I’ll be downloading as well. Very big horror game lover. Didn’t get to play the old Silent Hill games but I know exactly the feel you’re going for. I’m working on my own project right now, and having fun with it. Have you been coding for years or did you just pick it up?
Hey, thanks for downloading, the current version is a bit buggy but the new one will be released in a couple of days, which will fix most of the bugs and add some additional new features. I’ve been programming for over 2-3 years now, mostly C#, I switched to C++ around December, took me a couple of months to grasp the basic concepts and to reach a point where I could work comfortably on UE4.
That’s unfortunately where I’m lacking. I’ve got about a year of C++ knowledge right now. Would love to work on more, working on game design in general right now. Keep it up, and can’t wait to see this thing come to life more.
Oh nice! One thing to consider is that even if you know C++ like the palm of your hand, the way UE4 uses it is a completely new world. I reached a point where I barely watch any tutorials, I go straight into the documentation and conjure my code without any hard references, took me months of banging my head against the monitor and searching in google for vague answers to reach this level of knowledge, and I still feel like an amateur, so much left to learn, especially networking. Keep it up and mix BPs/C++ when you get stuck in certain areas, visualizing those nodes have helped me a lot!
And thanks, hopefully by the end of June ill have the funds required to turn this game into something spectacular!
You talking the ue4 documentation?
Yus! Somewhat cryptic in certain areas but extremely helpful for self-“find” devs like myself xD
Anyways, the alpha is out on Gamejolt! The improvements are massive, in terms of optimization, bug fixes and balancing. The game reeks of programmer art, I currently don’t have ANY artist working alongside the team, so I can’t offer pretty graphics, but the mechanics and gameplay is what I specialize in, try it out! you can download it from:
http://gamejolt.com/games/other/project-frequency-unreal-engine-4-version/62527/
Patch notes can be found in the facebook page: Redirecting...
We will be moving forward with the greenlight/kickstarter and all that advertising stuff now since this version is pretty stable compared to the first one.
Feedback is heavily appreciated!