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The next generation of Infinity is here (discussion) (contribute)
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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1437081456679-0.png (35.67 KB, 1172x430, 586:215, Distant;Breakoff header.png)

File: 1437081456681-1.png (723.36 KB, 1280x1024, 5:4, D;B editor 1.png)

File: 1437081456682-2.png (503.43 KB, 1280x1024, 5:4, D;B editor 2.png)

File: 1437081456682-3.png (405.98 KB, 1280x1024, 5:4, D;B editor 3.png)

29c35a No.19696

After a couple of hours of frustration, I decided I would finally make a thread here. I pondered the idea for a couple of days, but I always got distracted by other stuff. This is the game I've been cooking up. I came up with the original concept more than two years ago, since then it's changed a good deal, and in that timespan I really never did any real work, only modeling. Seeing as how working with someone else reliably is nigh impossible at this point, I decided to take on it.

It's a multiplayer FPS focusing on "muh reelism" but with some elements added into the mix. The player character has skills that can be improved through practice. There are three: strength, dexterity, and resistance. The more you do a certain kind of action, the more you improve your character's skills (i.e the more you crouch, the more you improve your musculature, that increases your strength). Then, there are things like lots of customization in regards to clothes (head, torso, legs, feet, face) and weaponry. Ammo will have to be bought, in order to use weapons. There is complete freedom in order to equip whichever items the player may prefer, and there is complete control over the amount of ammo carried. There is no HUD at all, no clues except for an announcer. Most of this stuff is subject to change, either due to complexity or for being a potential crap mechanic.

I started working on this fully more than three weeks ago. Currently, implemented mechanics are decent character movement, complete with crouching, proning and running. An inventory system, where you can pick up and drop items, and these items have weight, which limits your walking and running speed. A weapon system, having features like ammo pools, reload times, and fire modes. And I've also rigged up some animations for the placeholder character model, but that needs more work. After that, I have to do networking.

60e7a8 No.19711

looks neat. I have wonderful visions of players looking for quiet places to perform squats.


29c35a No.19737

>>19711

I seriously hadn't thought of that. Maybe I should include a gym on one of the maps.


c5f30f No.19748

>>19696

>After that, I have to do networking.

Networking is a pain if you don't understand it perfectly, you'll find shit failing you don't expect to fail all over the place.

Read up on dis niggah, it visualizes the shit you don't see in the blueprints, examples and they barely cover in the tutorials - They're almost willingly evading the subject

http://www.nafonso.com/home/unreal-framework-network


1538b8 No.19764

>>19748

Thank you, I'll give it a couple of reads.

As of now, I've finally gotten down the aim offset. Now, the character's upper torso moves according to the camera's pitch, and I've ditched the previous camera system, where the camera was static at one point, and its position changed according to the blueprint. Now, since I have proper animations, I tried out an idea I had a week ago. Attaching the camera to a socket located in the head bone, in the skeleton. The result is pure sex. I do not have to worry about oddly snappy camera transitions when going from prone to crouch, or anything. Everything is animation controlled, and there is no visible clipping with the character model, yet it is still visible in a proper way. Of course, there are drawbacks. Recoil and aiming down sight height is completely controlled by animations, not by code. I will have to find a way to set up a system to adjust the height of the IK rigs on the hands, and another to properly control recoil as well. I might leave this for the next version of the game, since it might take some time. Right now, I want to get the foundations done.

I still haven't explained an important point of my method. There is no first/third person view, where different animations and models are shown for your own view of the character and your view of other players' characters. I've chosen a more simple way to go about. I've got no first person view, what you see in your own character is what others will see as well. Like this, I get to bypass doing some LODs for my weapon models, and not do as many animations (on principle, now I'm not so sure). I'll see how that goes. Soon enough, I'll have an .mp4 displaying what I have now.


d6f4da No.19837

File: 1437339453511.mp4 (4.47 MB, 600x480, 5:4, assgrass.mp4)

>>19764

Here it is. Excuse the 4:3 ratio.


4ebdba No.19925

Bump, I could use some feedback.


ee41c1 No.19927

>>19837

Looks like you've got a good base there, but honestly it seems kind of generic, even with the minor rpg elements

What goals will the players have? If it's something like DayZ or CS you might want to consider something else if you want people to play it, because both of those markets are saturated.

Games like this hinged on their goals rather than minor mechanics.


4ebdba No.19930

>>19927

Yeah. It's not like CS or DayZ. The scale of the combat is something in between Insurgency and Project Reality. Maps will have quite a bit of space, for example, Borealis Forest, the map in the video, is 600 meters long and 300 meters wide. You will have choices to make due to the scale of the map, you can sneak around and come up behind your enemies or you can attack head on. Given the realistic nature of the (planned) gameplay, the latter will require coordination between several people.

As for the gamemodes, I've gone for something more original. One of the gamemodes involves recovering a procedurally dropped object in the middle of the map, and both teams have to recover it and bring it to their spawn. Whoever picks it up, he can't use any other item, and he will require escort to survive the trip.


d2af31 No.20029

While checking random checkboxes to see what works best when replicating animations, I discovered quite a bug in the weight system. Admittedly, I put together the system quite hastily, and I didn't put too much thought into it. Yesterday, after a couple of hours of frustration, I found out the cause. I'm going to find out how to fix it today.


435792 No.20161

The bug mentioned beforehand has been fixed. I've dwelled a bit more in the horrible world that is function replication, and so far, I've only managed to replicate running. Crouching, proning, the item and weapon system either work partially or are a total wreck. This is horrendous. At least, you can see each player and their movement is separate from each other (but animations are not, other players actually share the same AimOffset, same goes for proning and crouching animations). I think I'm going to leave it like that for a bit, and work on the necessary code to link up the main menu to the level and get a server list going, pause menu, and then I'll get back to making everything proper.

And it is true, detailed documentation on more-complex-than-basic networking (especially animations) in UE4 is really hard to find, or outright is inexistant. For example, I replicated the crouch function I have, which involves a SetRelativeLocation function, and when trying it out, the character mesh changed its location constantly, when moving. There was a good amount of shake as well. I've found nothing about this. I could use some aid in this aspect.


1f51af No.20314

File: 1438191036270-0.png (129.21 KB, 911x508, 911:508, AK-12.png)

File: 1438191036271-1.png (84.83 KB, 658x750, 329:375, Angela WIP 3.png)

File: 1438191036271-2.png (3.52 MB, 1280x720, 16:9, M98B render.png)

File: 1438191036271-3.png (1.01 MB, 1920x1080, 16:9, Vector render.png)

Since I'm kind of stuck in my current strides with networking, I'll dump some of the better models I did. Mostly weaponry.


fd5eab No.20459

File: 1438444297667.mp4 (4.05 MB, 854x480, 427:240, D;B progress 2.mp4)

Here's some more progress. I really need to get some other screen recorder, this one's shit. As you can see, you can finally create a server, disconnect, there's a pause menu, some fundamental stuff that until now I hadn't tackled in depth. There's still server list shit to do, and improving function replication is still yet to do properly.

I can feel it. I can actually get to a meaningful state of completion.


fd5eab No.20461

File: 1438444985517.mp4 (4.08 MB, 854x480, 427:240, D;B progress 3.mp4)

Here's the second part, both videos were too big to post at once.


2541e6 No.20463

>>20461

>>20459

looks really low res

is this what i really looks like or is it the recording/encoding?


fd5eab No.20465

>>20463

Refer to

>>20459

>I really need to get some other screen recorder, this one's shit.

Yes, it's the encoding. I need to up the sampling to get better results, but it reduces the FPS to a crawl. I need indeed to get a better recorder. The actual game looks crystal clear, worry not.


fd5eab No.20525

Welp, I'm still pretty stuck on the whole replication functions thing. If anyone knowledgeable in UE4 could help me, here's a question I posted in the UE4 answerhub that details some of the most glaring problems right now. https://answers.unrealengine.com/questions/271955/replicating-animations-aim-offset-and-setrelativel.html


165db1 No.20603

I've dealt with the trouble I had with movement and collision, but I still have to replicate animations. There is still plenty to do here. The thing is, movement was replicated properly when I got two events going on, that would multicast and run on server. Let's see where that works as well.


ee0908 No.20735

I've solved some more trouble with the inventory system, mostly making weapons visible, and properly replicating the setting of the character mesh. As before, replicating firing functions and animations are still on the list, as well as setting the correct weapon mesh when selecting items. After that, I'll finally move on to FFA and account making. It's slow, but I'm getting there.


932e7d No.20886

File: 1439483189736-0.png (408.96 KB, 794x616, 397:308, BorealisForest.png)

File: 1439483189738-1.png (283.38 KB, 917x688, 917:688, Generators.png)

Some shots with half of the props installed, some lightmapping as well. I have to get some trees going as well. And I've solved all the bugs that were bothering me in multiplayer except for animation replication. Been struggling with that for the past 3 weeks.


cbd4c5 No.20968

And the animation replication trouble is finally fixed. Turns out I had to use the "Try Get Pawn Owner" function as an object, to cast to the player script. But the aim offset animations don't work yet.


50dd51 No.21000

it troubles me to see that you take time to categorise functions, but not event graphs


cbd4c5 No.21002

>>21000

nice trips

I prefer having it like that.


91de1d No.21135

As it stands, I've already finished implementing the first gamemode (Free for All), complete with win conditions, pre-round timer, dying and spectating stuff. Accounts are the only thing left untackled, but I'm afraid that it will have to be something really different from the final product, I still haven't figured out an alternative to storing data locally. Apart from that, I only have some extra bugs left to fix, not much, and then I'll release this build for some public previewing.

And a Patreon.


f1cbc9 No.21238

I'll kick the development up a notch. I want to have something more decent once September 15th rolls around, which is the deadline for videos about /v/'s devs. The current build was my goal for this summer, and this milestone is complete, before August even ended. Next, on my list, I've got implementing the definitive model and skeleton I'll use. I started tinkering around with the default UE4 rig, but I need to make more modifications than I thought would be necessary. I need to have that in order to get on with animations. I'll get some videos going later tomorrow. Then, a global text chat and other stuff.


9afdeb No.21277

File: 1440642805413.png (813.43 KB, 1280x724, 320:181, Borealis Forest panorama.png)

>>21238

I completely forgot about the videos. Here's a substitute for that, a shot from inside the forest. The performance goes down big time when getting many foliage objects in the scene, I have almost 1k pines and 2k bushes in there. With the medium settings, it runs all fine. On high and epic, the dip is noticeable. But I should note that I'm using a 6670, on 720p. I should compare with demos, to see how it fares.


83e63c No.21326

>>21277

Looks nice. Sun seems a little squished though.


7ebeae No.21553

I might not be able to get something decent before September 15th. Mainly because the packaged game just refuses to open. Always crashes on start, with both .exe files. Tried to find a solution to this for two days. There's not much of use in the internet about this, either. Makes me think it's hit or miss. I've also been working on implementing teams, and the first definitive character mesh she's called Angela, once you create a character, you get a random guy/gal out of 8 possible ones. Each of them have their names, particular starting skills, and appearances. finally has a decent face and is all rigged up, including hand and feet IK rigs. Just needs some animations and texturing. And hair.


f43dfb No.22014

YouTube embed. Click thumbnail to play.

At this point, I've tried pretty much everything there is to get that packaged game to run. Nothing worked. Right now, I just started manually reproducing all the blueprints, settings and other shit in a fresh project. It's going to take a while, maybe next week it could be done.

And here's the preview I did for yesterday's stream. Which hardly got any attention at all. I should probably get more done in the game.


e50d7a No.22417

>gun on left hand

YOU HAD ONE JOB


620c64 No.22467

Anon I have the same thing with UE4

It refuses to open my game after 4.9, it just crashes on start every time

Luckily most of my assets and blueprints are in different projects and the one that crashes was me starting fresh (old games are at like 10 gigs, stripped of everything I'm not using, it was under 1 lel)

Anyway it's pretty infuriating.. I lost all my work on my entire menu system and my opening cinematic that I scripted and made :(


0f11a4 No.22475

I was planning to leave this thread with no replies so it could fall off the board, but I didn't expect someone else posting in this thread that wasn't me.

>>22417

You haven't even seen the hand on which the gun is in. It's in the right one, but given that the camera is attached to the head bone, it follows the animation of the character mesh. And coincidentally, the crouching animation has the head inclined to the right so much that it looks like the gun is held in the left hand.

>>22467

Redoing it all from scratch in a separate project is the most surefire (and time-consuming) way to do it.




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