Archive for February, 2015

The sound designer joins the team

Hello everyone.

We did not post much lately as we have been busy with personal life, yet nothing to be scared of as it was always like that in our team and we always took a “vacation” a week or two every time now and then, but none-the-less things are still been discussed and moved forward in some areas as we try to get some materials done.

Wolf: Do understand we are ppl like you making this, we have jobs, friends, loved ones and families that we give our time to along with this Project. So keep in mind when we don’t post something for awhile doesn’t mean we have given up. We are either being distracted from the above sources or have nothing new to show just yet.

The news we would like to share right now, is that our old friend Garrett ‘Zero SFX’ Lienhard has accepted to assist us with the sounds. This was the area we needed the help most, as good sounds play on the major roles in the gameplay and help to create the feeling.

So, welcome aboard, Garrett.

And we are still looking for a developer to help us with particle effects.

Particle Effects/Visual Effects using Cascade 

A developer that knows UE4 particle system like his wallet or is just amazing with particle effects and can create a very realistic visuals.

All applications must be sent via email: fistofki@yahoo.com. It is highly recommended to add previous work examples or add a link to portfolio/demo reel.

If you like our project or want to know what is going on, you can follow us here or subscribe and receive all the news as soon as those are announced!

Advertisements

Leave a comment

Materials for Buu!

Hello everyone. Today Ramunas started tinkering a little bit more with material setups for characters. The results were looking pretty promising.

Additional note: keep in mind that it is not final and textures of Buu are not finished (the equipment part especially). We have a lot of things to do so our development is based on multitasking.

Buu Materials test

Buu Materials test

If you like our project or want to know what is going on, you can follow us here or subscribe and receive all the news as soon as those are announced!

3 Comments

Prince Vegeta update

Hello everyone.

Today we would like to show almost nearly finished sculpt of Prince Vegeta. There were lot of proportions fixes, face changes and decided a hair solution. You can see the hair direction and hair itself in the picture. It is a placeholder for now, but gives an idea.

Vegeta update. Still work in progress. No textures yet.

Vegeta update. Still work in progress. No textures yet.

If you like our project or want to know what is going on, you can follow us here or subscribe and receive all the news as soon as those are announced! 

1 Comment

The progress – no visuals this time

Hello everyone.

During these few last days, our programmer Paolo has managed to implement a character selection and map selection screens. Currently, we can not show anything as the design layout is not finalized, but it can be revealed that we are trying to stick with very minimalistic design in terms of interface.

Our next step is going to be of setting up our in-game HUD in place as we want to have a specific one (the game has HUD already, but it is just a placeholder for now). The wanted HUD is already finished in 2D editor, however it can not be displayed here as those are just alpha maps and gradient ramps, the rest is going to be handled via blueprints.

Also Ramunas and Paolo have debugged a single lighting problem the team was having with the single map.

It is should be mentioned as well that the game has already built-in multiplayer support and it is working, yet it is quite buggy. For now, the game requires a “Steam” running in the background in order to be able to create/join game sessions.

As soon as we have the lights fixed within the map, HUD ready, and materials set up correctly for our Buu character, we should be posting our first in-game video.

Hopefully, as soon as we have few maps finished and few characters done, we will be able to start testing our game and we will need be in a need of few dedicated game testers, yet this will be announced, so please do not try or attempt in contacting about beta testers positions right now. This will be announced. All received applications right now will be deleted and person will not be allowed to apply again later on.

Also, we are still looking for an experienced sound designer and particle effects master, so if you are or know someone, please contact us fistofki@yahoo.com .

If you like our project or want to know what is going on, you can follow us here or subscribe and receive all the news as soon as those are announced! 

Leave a comment

Map preview – Cell games

Hello everyone.

Today we would like to show one of our in-game map. Cell games map is being done by our artist William. It is definitely still a work in progress, but nevertheless it is already looking great.

Keep in mind that a lot of things(textures, foliage, backdrop of the map, no post processing, no effects and etc.) of the map is finished.

Also, due to the amazing Apex destructive support, you will be able to destroy the arena into pieces, destroy all the rocks and spend many fun hours having 1v1 fights if you choose( we are thinking of adding this as a game mode!). As soon as William is done with the map, we will post in-game video with smashing the arena to shreds.

It is still undecided, but we are thinking of making a 1v1 game mode. In order for players to find out who is better and so on.

Cell Games map preview.

Cell Games map preview.

Cell Games map preview.

Cell Games map preview.

Cell Games map preview.

Cell Games map preview. Cell Games map preview.

Our game progresses everyday and if you like the content you see, you could subscribe to us and get a notification by e-mail every time we post some news or Follow us via wordpress.  Thanks.

2 Comments

Prince V. – work in progress

Hello everyone.

The next character planned in tech demo is Prince Vegeta(WIP), this version is with armor, but slightly altered. Giving more tech. type/modern feel to it.  As we mentioned before in previous blog posts, the goal of the project is to have realistic look to the characters. Therefore the characters can differ from original concept. ie Costume,cloths, colors of their cloths ect. But, we do want to maintain the facial traits that make the characters visually who they are, more then just the hair and colors of their cloths.

The character is a work in progress and is not a final version(NOT FINAL YET!). The color palette is not final and can be changed. It is also planned of use Apex Cloth for shashes and wristband.

Vegeta - High Poly Mesh. Work in Progress

Vegeta – High Poly Mesh. Work in Progress

3 Comments

Nvidia Apex support in UE4

Hello everyone,

As developers we know how tedious the task is to create a functioning destructible environment.  Previous game engines had varying approaches for destruction throughout games, however this still required a lot of work in order for the collision to occur in real time, properly with physics, or as it would in the natural world.

Today, Unreal Engine 4 has built in Nvidia APEX PhysX support, which allows developers to easily implement destruction of objects with minimal experience.

Official Unreal Engine 4 documentation:

,,Nvidia produces a tool called the APEX PhysX Lab which can be used to create destructible meshes, cloth assets, and APEX particle systems. Information on its usage can be found in the Nvidia documentation over the APEX PhysX Lab tools.  However, it should be noted that currently UE4 only supports APEX Destructibles and APEX Cloth.  This tool is only required for making APEX Cloth assets. (https://docs.unrealengine.com/latest/INT/Engine/Physics/Apex/index.html ).

As we progress further, we will use both of the Apex features – destructibles and cloth.  Destructibles will allow a player to destroy various objects within the map and update the collisions in real time.  The cloth aspect will be used for certain character clothing parts (such as sash, scarfs and etc.), the physics will be completely dynamic, meaning the reaction will occur accordingly per the character’s state.  It will also help us to avoid extra bones, rigging and animating work.
*Currently, this can not be displayed as the character which uses Apex Cloth is being worked on.

We also know that in the near future, UE4 will have voxel terrain support.  This would allow the player to destroy not only the props and objects within the map, but also the terrain itself.  These are just the basics, since it is still considered a work in progress.

The following link gives more description on voxel terrain support : https://forums.unrealengine.com/showthread.php?29873-Cubiquity-for-UE4-Voxel-Terrain-Plugin&highlight=voxel+destruction .  It is uncertain of how it could be used in multi-player, but the developer of the plugin says, it should be feasible.

Test rock destruction.

Destruction Test 1 Destruction Test 2 Destruction Test 3

1 Comment