Our Ghosts of War - FPS/RTS

Posted By: sivan

Our Ghosts of War - FPS/RTS - 11/01/17 17:30

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
Posted By: JibbSmart

Re: Our Ghosts of War - FPS/RTS - 11/02/17 02:40

Nice work, sivan! Very pretty! I couldn't find any gameplay. I'd love to see your work in action.
Posted By: sivan

Re: Our Ghosts of War - FPS/RTS - 11/02/17 08:04

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.
Posted By: JibbSmart

Re: Our Ghosts of War - FPS/RTS - 11/02/17 08:25

Definitely looking forward to it! I'll have to keep an eye on these forums again.
Posted By: Reconnoiter

Re: Our Ghosts of War - FPS/RTS - 11/02/17 10:18

Congrats, great atmosphere in the screenshots. I am certain the NPC-related stuff will be the best part of the game. ;P
Posted By: sivan

Re: Our Ghosts of War - FPS/RTS - 11/02/17 14:13

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
Posted By: Reconnoiter

Re: Our Ghosts of War - FPS/RTS - 11/03/17 20:01

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.
Posted By: DriftWood

Re: Our Ghosts of War - FPS/RTS - 11/04/17 20:22

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
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