Gamestudio Links
Zorro Links
Newest Posts
Blobsculptor tools and objects download here
by NeoDumont. 03/28/24 03:01
Issue with Multi-Core WFO Training
by aliswee. 03/24/24 20:20
Why Zorro supports up to 72 cores?
by Edgar_Herrera. 03/23/24 21:41
Zorro Trader GPT
by TipmyPip. 03/06/24 09:27
VSCode instead of SED
by 3run. 03/01/24 19:06
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
2 registered members (AndrewAMD, VoroneTZ), 831 guests, and 5 spiders.
Key: Admin, Global Mod, Mod
Newest Members
sakolin, rajesh7827, juergen_wue, NITRO_FOREVER, jack0roses
19043 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Our Ghosts of War - FPS/RTS #468998
11/01/17 17:30
11/01/17 17:30
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline OP
Expert
sivan  Offline OP
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
Hi all,

nearly a year ago I joined this game project developed with Unreal Engine 4. I'm dealing only with the NPC related area: control, animation, weapons, and most importantly AI (using the engine's built-in systems). They can be controlled in RTS style, and an important part of this multiplayer hybrid FPS/RTS, base building, survival game.

Now I can proudly share with you, the project is one of the winners of NVidia Edge Program in this October, thanks to its photorealistic environment: https://www.unrealengine.com/en-US/blog/nvidia-edge-program-winners---october-2017

If we have any great news in future, I share them with you here laugh

About the project:
http://polycount.com/discussion/154030/ue4-our-ghosts-of-war-world-war-2-adventure-game
and:
https://forums.unrealengine.com/communit...val-game/page22


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Our Ghosts of War - FPS/RTS [Re: sivan] #469007
11/02/17 02:40
11/02/17 02:40
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Nice work, sivan! Very pretty! I couldn't find any gameplay. I'd love to see your work in action.


Formerly known as JulzMighty.
I made KarBOOM!
Re: Our Ghosts of War - FPS/RTS [Re: JibbSmart] #469009
11/02/17 08:04
11/02/17 08:04
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline OP
Expert
sivan  Offline OP
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
thanks! currently gameplay works only in smaller test levels, and character animations are not totally ready, but when it will also look cool, I want to do a showcase video series about the NPC control and behavior in future, and probably my team mates would also present FPS and base building stuff.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Our Ghosts of War - FPS/RTS [Re: sivan] #469010
11/02/17 08:25
11/02/17 08:25
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Definitely looking forward to it! I'll have to keep an eye on these forums again.


Formerly known as JulzMighty.
I made KarBOOM!
Re: Our Ghosts of War - FPS/RTS [Re: JibbSmart] #469015
11/02/17 10:18
11/02/17 10:18
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
Serious User
Reconnoiter  Offline
Serious User

Joined: Dec 2011
Posts: 1,823
Netherlands
Congrats, great atmosphere in the screenshots. I am certain the NPC-related stuff will be the best part of the game. ;P

Re: Our Ghosts of War - FPS/RTS [Re: Reconnoiter] #469021
11/02/17 14:13
11/02/17 14:13
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline OP
Expert
sivan  Offline OP
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
Originally Posted By: Reconnoiter
Congrats, great atmosphere in the screenshots. I am certain the NPC-related stuff will be the best part of the game. ;P


grin yeah of course!

to be honest it is hard to balance quality required by close FPS view, and performance to have the possible highest number of NPCs


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Our Ghosts of War - FPS/RTS [Re: sivan] #469040
11/03/17 20:01
11/03/17 20:01
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
Serious User
Reconnoiter  Offline
Serious User

Joined: Dec 2011
Posts: 1,823
Netherlands
Originally Posted By: sivan
to be honest it is hard to balance quality required by close FPS view, and performance to have the possible highest number of NPCs
, except for heavy LOD usage I don't think there is much you can do except for asking high pc requirements of players tongue . Maybe force NPC's to spread out so they can never be all very close to the camera at the same time.

Re: Our Ghosts of War - FPS/RTS [Re: Reconnoiter] #469057
11/04/17 20:22
11/04/17 20:22
Joined: Jul 2014
Posts: 72
D
DriftWood Offline
Junior Member
DriftWood  Offline
Junior Member
D

Joined: Jul 2014
Posts: 72
I think it's great looking. Awesome work!

Quote:
to be honest it is hard to balance quality required by close FPS view, and performance to have the possible highest number of NPCs


I honestly have to say, reduce quality. I mean the gameplay is so vastly more important.
But - I'm not much of an opinion, I've only played few games.
BGaE I had a great linear flow.
State of Decay (While in the end losing my attention) reduced quality in favor of gameplay(bug ass hell).
ME-SoM was a bit easy and handheld, but they reduce quality in favor of letting me be in circled and head-chop 30 orcs at once (Being Overpowered can be fun as hell if death is one step away).

I'm reading a lot these days about open world beautiful boring games (Not my opinion, just summarizing).There is a shared opinion about gameplay, not quality. People love the quality but are feeling a lacking in gameplay. I got this collective opinion by reading and watching youtube after googling "Why are games so boring."

Last, to be fully honest - I usually miss a lot of the beauty in a game. It's environments and art flash by as I run, dodge, shoot and hide. Even in real life, I've noticed like 'paintball' in "Big Bend National Park" that I'm far too focused and so somewhat tunneled visioned on the task to see the park. I start to simplify tree growths and land features as basic shapes to hide in or shoot from. Sure the next day we hike and just see the beauty, but then there is a lot less action going on.

The key might be in understanding the player's activity levels. In times of high action reducing quality might give you more resources and be less noticed. If I run for a door in a fire-fight I'm not looking at the textures hard. However, if I'm just walking slowly around under no stress the door texture might get a lot of notice.

It's an amazing piece of work and I'm sure it's going to make a big slash. I ranted a bit, but when am I ever going to get to provide early input to a great looking game like this! smile


Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1