I was going to enter the Ludem Dare this year but was a day late.. I did start making a game tho, so for the fun of it i might finish it off even tho i'm not entering the dare now.. I'll post up a link to the game download when i cook the first build if anyones interested in having a look. What is it?? It's a Hover Tank game, a bit like Assault Rigs from back in the day.. but with Tanks that turn into robots and back into tanks, like transformers but a lot more simplistic. I'm making the game in the Unreal engine. And i'm using a simple Block Art theme with Tron styled graphics. Here's a screen cap from yesterday, not much to look at as i'm just working out how to assemble my scenery, Everything is built procedurally from 3 basic primitives, the Cube, Cylinder and Cone. There will be no pre-made meshes or assets in this game everything from the scenery to the enemys will be made procedurally.. I'll post a screen cap or video later showing where i'm at now..
Here's where i'm at today, Testing Bloom, IT"S BLOOMDIFUL . Also a quick look at my procedural Tress, and my Power-ups. I also show the behind the tank debugging view and you can see my Tank using ray-casting to make a 12 point hover engine that applies the hover force to that specific section of the tank. Edit.. Sorry about the low video resolution, i'm making this game on a laptop with a 1.8ghz dual core and IntelHD embedded GPU. I can't record full resolution, if i do the game ends up running at 10-15 frames per second.
I tried messing with the blueprint system and some simple stuff seemed missing. But maybe I'm just not as much as a pro as you. D: Probably that ^
Nah, it's definitely not as easy as the unreal engine blueprint system makes things look, You still need to learn a lot about how the unreal engine works and all it's API to use the blueprint system easily. I learnt almost everything i could about using blueprints from youtube and off the unreal forum. Here's a link to the video i used to learn how to call instanced mesh's to make the level generator. I used the technique described in the first 16mins to generate my level, but i took the randomness out of it and used logic n math to build walls in certain spots.
@squishypon3 RainbowDash... The mane and tail use the rainbow shader like my power-up..... My pony block art sucks
It has 4 legs and a head. Definitely a pony. I made this with 2 friends of mine for ludum dare. http://nanodesu.info/cataway/ The most epic game ever, obviously... I mean it has a DINO a CAT and FISH. What could else could you ask for?!
AHHHH,, Stupid Unreal SDK.. I started making the game in Unreal SDK 4.7 and last night i updated to 4.11.1, Now all of a sudden i need Visual Studio 2015 to cook and compile my game. When i finish downloading and installing VS2015 i'll cook and compile the arena generator so people can test it and give me some feed back.
Kinda does look a bit like a certain build animation, What i was hoping to do with this effect was have the level pop in like in the Assault Rigs Intro sequence from he old PS1/Dos Game.
If Ludum Dare could ever be at times of the year that AREN'T during coursework panic, that'd be bloody fantastic. Also, hi uber forum. It's been a -while-.
I'm... not, really xD My life nowadays is my artist job at 4J, coursework panic stress balling, polishing up a game for possible exhibition in August, and Dark Souls 3
happy to see ya around. and yeah I feel ya. there never is a dull moment where you can finally do all those things you desperately wanna do