Fist of Ki

DragonBall Universe Indie project On Unreal Engine.

Homepage: https://fistofki.wordpress.com

Update. Sorry!

Hello everyone,

Sorry for not posting so much lately, but summer and work got us sucked in so we could not post news so often.

Anyhow, wanted to announce that we have switched from Blueprints and now we are pretty much a hybrid project, but we hope that we will run away totally from Blueprints and we will port to C++ for good. The reason we want is because the things are getting more and more complex so it’s becoming a pain for programmers to get things done and understand what is going on. Also we changed our hud/ui approach so it can be done via HTML/CSS now. Paolo has managed to implement BLUI within our game (you can read about it here: https://forums.unrealengine.com/showthread.php?58192-BLUI-Open-Source-HTML5-JS-CSS-HUD-UI&highlight=blui ). Right now we have 2.6 version, but 3.0 just came now so we will switch soon too.

Since we ported to C++, Paolo worked a lot of on melee and now it’s working properly plus the multiplayer support works much better. For testing purposes, he even managed to create a dummy bot, that sometimes can get angry at you and shoot ki blasts or attack you.

Plus we have a new HUD, which is fully functional, but we will show it next time.

For now, Vegeta will be shown. He is already in hands of Andy for rigging while he is getting textured at the same time, so it should be in game really soon. After that Ramunas will start working on maps and Andy will get to work on animations, while Paolo wants to work on melee combos and special attacks. So everything is coming along nicely and we are very proud of the progress.

Proportions are not final.

Proportions are not final.

Can you feel the game coming?

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! If you are interested in helping the project, send us an email fistofki@yahoo.com!

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A new domain

Hello everyone.

Not big news, but just wanted to say that we have bought ourselves a domain. From now on you can reach us  at http://www.FistOfKi.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! If you are interested in helping the project, send us an email fistofki@yahoo.com!

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Vegeta is about to land.

Hello everyone, Wolf here!

Lately we have been pushing ourselves a lot and trying to crank out more work.

William is remaking the Cell games map as it was more of a place holder for general testing and testing map features that we wanted. Paolo and Garner are fixing all the code gaps and revamping all the code to make it cleaner and perform better.

Ramunas retopologized(Converting him from super high poly in Zbrush to low poly) Vegeta and we would like to show you pretty much almost final version of low poly. The current polycount is above 16 000 triangles, but it can still slightly change and it can be around plus/minus 1000 triangle.

vegeta

Our Vegeta hairstyle interpretation was inspired by a character Kazuya from Tekken as we believe it is a pretty accurate, yet realistic way, to demonstrate Vegeta’s hairstyle rather then a…perma hair gel look.

For sashes and hand bandage, we will use, as mentioned before, Apex Clothing real time simulations. (You can check the entire video about this feature and how to make it work https://www.youtube.com/watch?v=uTOELBNBt04).

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! If you are interested in helping the project, send us an email fistofki@yahoo.com!

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Some help – huge changes

Hello everyone,

It has been a long time since we posted anything here. We are very sorry for that, but things are going forward! Anyhow , Paolo has managed to implement a newer and better proper UI in-game and is in the process of fixing up alot of the backend issues that have plagued us since the start.

Also we want to welcome a new programmer who has joined our ranks. Say hello to “Garner” (more to be revealed later), who started and helped us right away. He has managed to get things done within couple of minutes, when Ramunas has been trying to do for a long time – the materials!

Things are about to take shape and with a such incredible help and experience we are getting from Garner, things will push forward much faster. Also you can hope for news to appear more often!

New materials - 1 New materials 2

The models are rendered real time as it looks in game.

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! If you are interested in helping the project, send us an email!

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Small update

We’re still working at it guys, we haven’t gone anywhere. Some of us are in middle of finals for school, job change ect ect. But we are still working on it!

Paolo is re-working the multiplayer as we were still hitting snags with the steam API not connecting us to Match Making servers, let alone allowing us to see servers in our lobby. We can connect to each other through direct IP so far, but still trouble shooting as to why not seeing the server in the lobby. Baby Steps!

Ashlee is still working on cell for us! Its coming along very nicely don’t you think?

cell update

We’re also in the process tiding up our melee system as well, mainly the bugs like not registering a hit, not hitting at all, going off in the wrong direction ect ect.

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New HUD work in progress

Hello everyone,

This time we wanted to show you our HUD work in progress. Paolo has managed to setup an radial HUD in game, however it does not resemble the final version of it. Keep in mind that this is just the implementation of radial HUD and the alpha’s of HUD and icons are not final. It is going to be changed drastically.

HUD - first revision.

HUD – first revision.

For this amazing technique we are grateful to UE community developer Keytotruth for sharing this. More can be read here: https://forums.unrealengine.com/showthread.php?2470-Circled-shaped-HP-bar-with-alpha-mask&highlight=hud

Additional note: the update of Unreal Engine to current 4.7 version did not cause any problems for our game and it is working the same. 

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!

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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!

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