Sketchfab interactive model:
The Quest system is used to unlock various skills, provide experience/skill points and to progress through the game. Each quest can have multiple objectives and optionally include way points that will show up on the compass.
Objectives are modular and may be reused in any quest, for example, returning to a particular character after doing a task, or completing a previous objective. Objectives can be completed by performing specific tasks, which the objectives themselves will be monitoring, as they are blueprints with C++ base classes, they have all the required functionality of any other blueprints. Once all objectives are completed, the Quest itself is completed and any skill/experience points awarded.
Objectives include showing an information popup once the objective has spawned, so the player knows what the current objective is, but also it will update the journal and active quest UI, to indicate which objective is currently active. The below image is a test level, with test characters and a test Quest, with the first objective active.
The User Interface was built using Unreal Motion Graphics which allows for overlaying and animating textures.
UMG supports animating properties of widget transformations ( translation, orientation and scale ) and brush/texture properties like colour and opacity and others.
FishGibble has many UI systems, including:
The InterpActors allow for any mesh, or hierarchy of meshes to have local transformations ( translation, rotation and scale ) interpolated over time, at different, or a constant speed, and by cycling through, or ping-ponging between the beginning and end transforms. It may also be setup to act and interpolate with triggers for opening, and auto closing after a set time using these blueprints.
The DirectMoveActors can move any character, including AI in a specific direction, at a specific speed, and when combined, will increase the movement speed as they move through the objects based on triggers / overlap spheres.
*Note all level and meshes are for testing
The FishGibble AI gets spawned using a Spawner blueprint.
The level itself is a test level, and contains some production assets, but the characters (fish) are simply place holders while the actual fish characters are being created.
Video Breakdown here
Includes a full body rig with extensive use of the Node editor, Python scripting to create an FK/IK rig, with space switching and ribbons for the arms, legs and spine extra bendy bits.
This character was done as part of my studies at www.animschool.com, I do not know the artist who designed him, but when I do, I will update their details here.
The model was done in Maya and Substance Painter for textures.
This bust was done in Maya, with XGen hair, and Substance Designer as part of my studies at www.animschool.com
Hard surface modelling using Maya, textured with Substance Painter, from the design of the artist Jake Parker.
This will provide some detail the high level workflow I used to create a huge open world, with 8x8KM densely populated with vegetation, trees, grass and mountains using Unreal Engine 4 World Composition, along with several other tools which I will go through briefly.
NOTE: Unreal Engine 4.9 version only.
This character was created to learn Maya (Modelling, UVMapping, Rigging and Skinning, Blend Shapes, Animation), Substance Painter+Designer, and establish/learn the workflow between UnrealEngine, and all of the aforementioned tools.
It takes a long time to learn something, but it takes a longer time to learn a lot of somethings. Learning Maya is like learning a new Programming Language, you always find new stuff the longer you use it, and in this case, it was a very different experience than using 3DS Max….
Here follows some details of my current project, I am in the process of building a test level, to create various blueprints that will be used in the main game. It will contain a huge open environment, and I want to use this as a test bed, to develop and prove various technologies first, before embarking on the full game, hopefully will drum up some support too, most of the textures come from my garden, some from cgtextures, all models *( except the car ) were modeled, UVMapped and textured by me. The terrain was created using a wacom tablet and Unreal Engine 4’s landscape tool.
A 3D game, running on UnrealEngine4 where you have to unblock areas and eliminate enemies to continue, and consists of a pretty huge world, including 5 indoor scenes to complete.
The areas need to be cleared in sequence, as you progress, you become more powerful, and the levels become more difficult.
The game allows you to choose between a Wizzard (Magic Staff) and a Warrior (Sword and Shield) as your main character.
This game is a fantasy 3rd person Hack n Slash, with platformer elements.
Here is some new content, showing the general game play and various mechanics, including AI and HUD.
This game has been released!!
The game is currently in GreenLight.
The mobile version for Android is available on the Google Play store for Free! ( big download though.. that’s life )
FishGibble™ Demo Video:
In game screen shots:
FishGibble ™ Is a new game about a fish in a sea tank, where you have to outsmart and out swim some not so friendly fish, game is still in development and will be released for PC/Mac iOS and Android.
The Game is being developed using Unreal Engine 4 and C++.
YouTube in-game demos:
Drescalus world building towns, Castle is nearing completion, will still need polish here and there. In total there are 34 scenes, where each shop, house, Drescalus outside and Castle areas are scenes of their own, making this world quite large.
Game Development Started: Nov 2013 (3 Months to complete Phase I, World Building)
Current Stats: World Build Completion Level: 85%
Here are in game videos and screenshots of the towns, where a few of the houses, a shop and the castle is shown inside, and out.
There are 2 towns in Drescalus, each town has 10 houses, there is one town square, with 5 shops, and one castle which contains 2 wings, and many different rooms and areas of interest.
All houses/shops/internal geometry, can be entered via doors, and at the moment, the shops are empty as game content is still being created.
The final chapter in the morphing and LOD technology testing, for an open world on current hardware.
The goal of the last few months have been to build new or use existing technology to allow for a huge open world type of game, that will typically run on high end current hardware.
This post will detail creating the rocks and trees, and the tools created/used in the process for creating the final scene for morphing and LOD tests, in a huge open world, every bit of scenery/geometry visible, *(except for the clouds), are traversable terrain, where any character can walk to.
This process will detail the workflow to create clothing, using Max Garment maker, and Cloth modifier, and will include automatic skinning, and extracting morph targets to match character body part customizations, like body muscle size etc.. using Max’s SkinWrap, and custom Max scripts.
The meshes will also be imported into Unity, and re-targeted to 4 unique characters, that were customized using morph targets, and rendered using their LOD meshes.
The character feature customization scripts enable multiple characters to be created from a base character, using morph targets exported from Max. This system now includes enabling facial animation and LOD.
The system already allows for different accessories like hair, facial hair and their morph targets for facial and customization animation, but now includes calculating tangents to enable bump mapped shaders, as well as heavily optimized vertex and tangent caches.
Providing a character customization UI, enables me to create and customizer any game character, using morph targets, and custom scripts in Unity.
The morph targets were created in Max, and were auto generated from scripts for the accessories (hair, beard etc. *clothing and armor too coming soon) using the morph trargets of the base character, which were created manually, to alter the facial and body features of the character.
An accessory manager GUI was created to enable characters to have custom hair, brows, mustache and beards.
These characters were modelled, fully UV Mapped, plainly textured (solid skin color only, for now), rigged for and skinned for biped skeletal animation, and contains a few base animations to test all major joints. These will serve as a base, to create other characters from, using a custom Face and Body Morph MAXScript.