The most world-class game engine to date, Unreal Engine 4 gives you the power to do more than ever before. Bring your creative visions to life directly in game without programmer assistance via the new Unreal Blueprint.

Unreal Engine 4’s architecture offers fully dynamic lighting features, cutting down on development time and ensuring less iteration on creative ideas. With significant new visual features, Unreal Engine 4 enables you to achieve high-end visuals, while remaining both scalable and accessible to make games for low-spec PCs.

Tool highlights/features for developers include:
  • Make updates directly in game without ever pausing gameplay with Hot Reload. This tool allows you to quickly find and edit C++ code and see those changes reflected immediately in game.
  • After an update is made, Instant Game Preview gives you the power to spawn a player and play anywhere in game without needing to wait for files to save.
  • The all-new Code View saves you time by allowing you to browse C++ functions directly on game characters then jump straight to source code lines in Visual Studio to make changes.
  • Live Blueprint Debugging enables you to interactively visualize the flow of gameplay code while testing your game.
  • Now you can quickly debug and update gameplay behaviors when they happen through the new Simulate Mode. This tool lets you run game logic in the editor viewport and inspect AI as the game characters perform actions.
  • View your game in full-screen within the editing environment with the Immersive View tool. This allows programmers to complete iterations on gameplay changes without added UI clutter or distractions.
  • Possess/Eject Features allow at any time while playing in editor to easily “eject” from the player and take control of the camera to inspect specific in-game objects that may not be behaving properly.
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Building a video game is hard work, as most of you know. Years of work, hundreds of art assets, tens of thousands of C++ lines : Helium Rain is hardly a small project. As a realistic space sim, it tries to offer a good spaceflight experience, a realistic economy, and decent empire building.


But sometimes you still need to turn the project around, no matter how big. In our case, private testing sent us a clear message : the game wasn't fun. How do we move on after that ?


Upgrading the core experience

Most of our work in the previous months has been about the core spaceflight experience. People didn't like the 3D cockpit, too intrusive and bulky, so we've built another for fighting ships, and upgraded the old cockpit for freighters so that they have a better field of view.

Immersion wasn't our strong suit. People concentrated on empire-building from the menus, without even flying a ship in the first place. We've made sure these aren't mutually exclusives : you can now fly your ship, travel from station to station, from sector to sector, while trading. We're adding new environments and ships, we're upgrading stations.

Graphics are obviously a big part of the first-person gameplay, so we thought we'd improve that as well. Better sky, rings around the planet, better effects, better lighting - and better menus, because who wants to navigate cumbersome menus ?



Long-term gameplay matters

People felt they were lacking long-term objectives and guidance. There is a string of improvements coming in day after day, with more to come. here's what we've planned for the game's release :

  • A quest system, giving the players small jobs to take care of.
  • Much more powerful economy tools. You can plan complex trade routes with extremely customizable steps : send fleets traveling from sector to sector, selling your production, buying resources...
  • A realistic AI system, with a dozen different companies vying for world domination. Each company will have a specific AI, a base somewhere in the planetary system, unique colors and behavior. Pick your enemies carefully.
  • You will need to build a research program to discover new sectors or new technology.

All of this is long, but fascinating work. We want to player to navigate a complex world with freedom : not everyone needs to be a military chief.



The game's code is now open-source

That's right. The game itself isn't an open-source project - we're not releasing the art assets or the gameplay data, and we're still planning on selling the game on Steam. But we figured other people might want to check out what we're doing and how. We're working with Unreal Engine 4 - the best game engine available today to indies - so our game depends on the latest version of the tool.

The sources are available on GitHub. Check it out !

At this moment, we hope the game will be done by the end of the year. Check out our project for more, or our website directly. We also post a lot of stuff on social networks.

Thank you for reading !

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Comments  (0 - 10 of 45)
romadoma
romadoma

Hi, people! I'm just leaving this here - Answers.unrealengine.com

It's a feature request for UE4 developers. If someone have similar problem, or just wanna help to add this feature to new version of engine - please vote.

Thanks.

P.S. IT'S NOT A SPAM, if you just don't care - never mind this link - it's only for developers.

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OverRated
OverRated

Why not just use a component?

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romadoma
romadoma

Objects are not Actors, it's just a generic classes, which don't have any components (if I correctly understand your question.)

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RedSpotSylphina
RedSpotSylphina

Unreal Engine 4 is powerful, user-friendly, and doesn't require high programming skill. I create art and game design, nodes help me with programming, and all sound/music licences can be easily purchased. I can develop my game by myself :)

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strelokqvt
strelokqvt

I completely agree.
UE4 - good dev software.

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TheMasterCoder
TheMasterCoder

Hey, problem, is there any way to port maps from the Source Engine to Unreal Engine 4?

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Themanwithideas
Themanwithideas

Can you port them to a 3D modeling program if you can just import it from there.

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redgrape404
redgrape404

First off, the video and the features is what I would like to have a Woody Woodpecker Tourment on Unreal Engine 4 and some single player campaigns in a redone and rewritten version of Woody Woodpecker Escape from Buzz Buzzard Park and the fifth installment of Crazy Castle all done by the commuity and Epic Games with some imput from CliffyB
Seconed off, the graphics looks like it's from the real world and imgain what Woody Woodpecker and all his pals from both classic times and modern times would look like in that said engin with full textures (especially on their gloves) realistic lighting and best of all the weapons used in Woody Woodpecker Tournemt and in single player would be exquisite
Escape form Buzz Buzzaard Park;
The game takes place in the universe cartoon of Wood Woodpecker. For much of the adventure, the player is Woody Woodpecker . During the absence of Woody's Knothead his nephew and niece Splinter were abducted by the Machiavellian Buzz Buzzard, which requires an exorbitant ransom for their release. Unwilling to pay,Woody goes in search of the missing by venturing into the huge and dangerous amusement park built by Buzz Buzzard rescuing then andthe three looks n the park for Buzz and they turnd up nothing then the three split up to search for Buzz in the places where he'd gose, Knothaed storms Rágñarök, a Mexican nightclub where Buzz gose there and the area where the henchmen from all three factions meets, Splinter storms the corporate HQ where Tweaky is residing with Buzz's finest and Woody storms Buzz's manor bult with the revue from his park, Buzz dose not turn up in all three places then the three woodpeckers soon gose back to the park to find him readying a portal and two WMDs made one with the devil's power and the other with rodent killer that'll ruin both the Rodentian's own buness and the faire's magis and start a one gigundo Fairy-Human-Rodent war but Buzz sends the three woodpeckers to the deepest parts of the pary but they dsoon reunite and they defuse the WMDs and termaites him then they head home to watch some Zack Zorbar but the news shows up rather than Zack Zorbar that the birdie's raids did not go unnoticed and Mother Nature apperds who needs Woody's help badley when the Fairy World is overrunned by demons, Buzz's force [a fraction of what the faced in the park, night club, and corporate HQ] and a galactic dictator who leads them all Woody accpes and poofs away in a Half Life ending while Knothead and Splinter are hailed heros with the absence of Woody Woodpecker; paveing the way for the next part

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Marth8880

what

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jpd101
jpd101

Hi im new to the programming world im just starting to learn, i just wanted to ask a question. Would it be possible to create a game on the unreal engine 4 so it could resemble something like this:

Youtube.com

Youtube.com

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Guest
Guest

Yes it is possible but understand your game wont look like that instantaneously. It will probably take a few years to get it to look like that but really it will take a few years for any game engine.

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jpd101
jpd101

I seems to me that these videos were created in real time rendering is that why it looks so realisic. i compare them to capturing video with an old camcorder. i did find an engine thats almost smiliar to the videos above. I went to their website but i dont think their engine is for public use. check it out Unreal doesnt compare to this.

Youtube.com

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