http://image.prntscr.com/image/c90848ce939b443696ca4e9c4670eece.png
How’s the scale here?
http://image.prntscr.com/image/c90848ce939b443696ca4e9c4670eece.png
How’s the scale here?
That looks better. The original scale was much to small. There are people in the photos, they are quite small compared to the cliff.
Important update. I’ve reached out to 3 artists involved in AAA development. Great all around talents whose help the project could definitely use. Although they’re interested in contributing to Our Ghosts of they’re hesitant to join until we show some gameplay. So Alireza is banging out a 1024 x 1024 level that we’re going to apply all our finished gameplay to. It’s a simple level divided by a river in the middle.
This level should be done in 2-3 days and then forwarded to our coders who will begin to apply all the gameplay systems they’ve created so far to the level. We’d then run some multiplayer tests and based on crits from inside the team we would continue to refine our gameplay.
After reviewing performance issues, Alireza would make a new 2k map and we’d repeat the process. This is important because as we increase the scale of the game the odds of players running into each other shrinks dramatically and that’s something we need to consider as it directly affects the feel of the game. Once we expand that to 400km2 the experience will become far different than something like Rust or Ark which usually have far, far smaller map sizes.
So animations…
Our plan has been to scour the net first to get the basic animations we need like walking, running, crouching, going prone, etc. Both the Unreal Marketplace and the Unity Asset Store are great resources. Retargeting purchased animations requires a skilled hand and our rigger Dragan has done a wonderful job of rising to the occasion. I couldn’t be more proud to have him on the team.
Once we incorporate all the relevant animations from the Marketplace and Asset Store we’ll do an inventory of the animations that still need to be completed. With that list in hand we’ll begin our hiring process to get someone on the team that could take care of that for us. We’ll see how it goes although I have a few really good looking reels and portfolios bookmarked.
Bao is working on the shaders for one of our base characters. He is still sorting out the German uniform at the moment.
Really nice stuff you guys have going on here! Looking forward to future updates
07/24/16 UPDATE
Video of Tank Treads in Operation + Physics
Much love to whose open-source Tanks, tracks and N-wheeled vehicles is what we’re using to make this happen. You can check out his work here: [ASSETS] [OPEN SOURCE] Tanks, tracks and N-wheeled vehicles - Game Development - Epic Developer Community Forums
Holy **** you guys have done a lot of work the past few months
Im already hyped for this game i’ll buy it as soon as i can!
I wish I would knew about this earlier. Guys, I’m really glad that you find it useful but I would advise switching to Machinery Modelling Toolkit for this. Both M113 and Ripsaw examples are already there. The major difference is that MMT uses physics sub-stepping and physics more or less independent from frame rate. With previous project it’s not the case, if FPS drops significantly from what was used to tune suspension, tank will go nuts.
There are some other improvements that were not propagated back into old project. Like you can have a hybrid solution where raycheck wheels are used with collision primitive wheels, which allows to use “un-suspended” parts like sprocket or idler to drive over obstacles.
Thanks for the the input . Would you mind sending a PM so we can talk more in depth with you regarding Machinery Modeling Toolkit and the Tanks custom physics?
Bird Flocking WIP
Sent
Can you shoot them?
Interesting, i had a day to myself a few months ago and i put together some flocking logic into a Blueprint Component, the following was my results, then i dropped the project as i had no time for it after that haha.
https://www.youtube.com/watch?v=4FQnD9xxoL4
Im assuming your using ISMs
Excellent progress so far as usual, still very excited for this project!
Hey fellow Unreal Engineers,
I’m following your WIP of for some time now and since I liked it I thought, why not give these guys a bit more publicity? I’ve shared your amazing work on my PC Gaming Website. Not sure if I am allowed to share the link here (not trying to advertise or anything, besides this the Website is Greek). If you find some time in the near future, we’d like to make a small interview about the development process of your game and etc.
Keep up the good work <3
Hi man. Support like yours is what keeps us going. Thank you. Thank you.
The old system used ISM (Instanced Static Mesh Components) but the new one just uses normal skeletal mesh components. There isn’t another way of having birds with animations from the best of my knowledge. Here’s a new update. They avoid buildings as you can now see. If someone knows another way of having bird animations but with a cheaper solution then please let us know.
Hello Autocrator. We’d love to do an interview. Send us an e-mail at @outlook.com and we’ll work something out.
Looking amazing I have to say! I accidentally learned about this from a Greek website, so your project’s reputation is starting to spreading! Looking forward to more screenshots!
I thing I would suggest is to create a website for this game or perhaps add it to IndieDB or other similar website.
Have a look at the Epic Garden demo perfect example of how to downscale a bird flock. There are two different particle system if I remember correctly. The cheaper one uses static meshes and is doing the animation through the material. Looks quite convincing from a distance. You should check that out
Progress is looking really good for this game. I’m loving the detail of the character. My question is, is this character game ready or is this a beauty shot with the high poly?