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 Blueprint.

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Day/Night Cycle, Vehicles, & Watchtowers!
Foxhole

Day/Night Cycle, Vehicles, & Watchtowers!

Foxhole 1 comment

We discuss features that are currently being worked on including Day/Night cycles, watchtowers, radios, and vehicles!

Rock of Ages 2: Bigger & Boulder [Dev Blog #4 + Poll] - Unit review: Cows
Rock of Ages 2: Bigger & Boulder

Rock of Ages 2: Bigger & Boulder [Dev Blog #4 + Poll] - Unit review: Cows

Rock of Ages 2: Bigger & Boulder 9 comments

In this second developer post where we look at the changes made to defensive units we'll be evaluating the cow to see how it has transitioned to the new...

Glasswinged Ascension: stealth and caution
Glasswinged Ascension

Glasswinged Ascension: stealth and caution

Glasswinged Ascension 0 comments

The smarter you are - the weaker are your enemies. Some tips regarding enemy senses.

[EXPANDABLE] What's available on the Dev Builds?
7 Nightmares

[EXPANDABLE] What's available on the Dev Builds?

7 Nightmares 0 comments

I'm writing this article describing what's available in the Dev Builds and the Release notes. I'll expand it everytime I add features. I won't say it

Rock of Ages 2 [Dev Blog???] - Henry crafts!
Rock of Ages 2: Bigger & Boulder

Rock of Ages 2 [Dev Blog???] - Henry crafts!

Rock of Ages 2: Bigger & Boulder 2 comments

Do you love handicrafts? Great! Because in this entry Edmundo Bordeu explains the process of creating your very own Henry VIII puppet!

Rock of Ages 2 [Dev Blog #3] - First look at the Greek art style in ROA 2
Rock of Ages 2: Bigger & Boulder

Rock of Ages 2 [Dev Blog #3] - First look at the Greek art style in ROA 2

Rock of Ages 2: Bigger & Boulder 4 comments

In this entry we'll be talking about how we strive to achieve a more authentic look and feel for the levels that are set in the Greek art period.

VRNinja’s Level Design
VRNinja

VRNinja’s Level Design

VRNinja 0 comments

This week on the MADSOFT Games Publisher Update, we sat down with one of the VRNinja developers, Nathaniel Rossol, to discuss how the team approached...

Dev Diary: Combat System Showcase
Project Grand Vault

Dev Diary: Combat System Showcase

Project Grand Vault 0 comments

An overview and showcase of our combat mechanics. This time dealing damage. :)

Rock of Ages 2 [Dev Blog #2] - Unit review: The Catapult
Rock of Ages 2: Bigger & Boulder

Rock of Ages 2 [Dev Blog #2] - Unit review: The Catapult

Rock of Ages 2: Bigger & Boulder 3 comments

Continuing our development posts, on this occasion we'll be looking at the catapult and inspect what tweaks and changes have been applied to the basic...

Dev Diary: Blocking/Flinch Systems
Project Grand Vault

Dev Diary: Blocking/Flinch Systems

Project Grand Vault 1 comment

A dive into our combat mechanics + showcase of blocking and flinching systems.

[Dicetiny] New characters/stages
DICETINY™

[Dicetiny] New characters/stages

DICETINY™ 0 comments

I'm back again with another development update on Dicetiny: The Lord of the Dice! We're currently working on the tutorial, new stages / characters, and...

Alpha Version 6 - Squad
Squad

Alpha Version 6 - Squad

Squad 2 comments

Major changes in store, Unreal Engine 4.11 integration, new heavy machine gun deployable, new map Gorodok, map update Sumari, map update Fools Road and...

Modular Actor Set-up for PGV using UE4
Project Grand Vault

Modular Actor Set-up for PGV using UE4

Project Grand Vault 0 comments

A breakdown of how we set up our modular assets in Unreal Engine 4 for Project Grand Vault.

DICETINY - The New Character, The Innkeeper
DICETINY™

DICETINY - The New Character, The Innkeeper

DICETINY™ 0 comments

Meet the new character, The Innkeeper, and check out other things we're working on.

Development Update -Video-
Project Grand Vault

Development Update -Video-

Project Grand Vault 0 comments

A development update which detailing, logs on various aspects of development, including: scripting, a.i. particle effects, sfx, GUI, and more.

[DICETINY] Multi-save system, New board designs
DICETINY™

[DICETINY] Multi-save system, New board designs

DICETINY™ 0 comments

A sneak-peek of the work-in-progress multi-save system and new board designs.

Meet Omar El-Amin!
Antinomy - Justice, not Vengeance!

Meet Omar El-Amin!

Antinomy - Justice, not Vengeance! 0 comments

Today, we introduce you to the signature character of our current development version and, even more important, to the person who influenced our protagonist...

Dynamically Modify Magic with Fictorum’s Spell Shaping System
Fictorum

Dynamically Modify Magic with Fictorum’s Spell Shaping System

Fictorum 0 comments

When we were in the initial planning phase of Fictorum, we wanted make a unique spell system that is simple, unencumbered, and powerful. Being a fantasy...

What's happening in The Isle?
The Isle

What's happening in The Isle?

The Isle 4 comments

Features are being added, including the highly anticipated vocal wheel, reintroducing the raptor pounce, and resting. Along with these features new dinosaurs...

Beta Test Began Introducing New Features
DICETINY™

Beta Test Began Introducing New Features

DICETINY™ 4 comments

The new features include World Map, Campfire, Relic, and Card Storage.

How One Handshake Represents Earthlight's New Form Of VR Narrative
Earthlight

How One Handshake Represents Earthlight's New Form Of VR Narrative

Earthlight 0 comments

We speak to Earthlight project lead Norman Wang about his desire to create experiential stories in virtual reality

Dev Update - Jan 16: Lots of Gameplay & UI
Hanako: Soul of the Samurai

Dev Update - Jan 16: Lots of Gameplay & UI

Hanako: Soul of the Samurai 2 comments

We finally have some new UI/UX staff and are chomping away at menus, chat and more things to make Hanako feel like a full experience. Lots of gameplay...

Setting the theme: Grasslands
Errr

Setting the theme: Grasslands

Errr 0 comments

An article about creating themes for the game! The first theme is the grasslands, an area with hills, waterfalls and flower enemies!

PF: The Legacy - The Companion Orb Revealed!
Prime Flux: The Legacy

PF: The Legacy - The Companion Orb Revealed!

Prime Flux: The Legacy 0 comments

Initial phases of a very important feature of the game: the companion orb showcased with a couple of videos and its place in the game explained.

Using Feedback Part 2
Errr

Using Feedback Part 2

Errr 0 comments

The second part of the feedback run-through based on play tester experience.

Using Feedback Part 1
Errr

Using Feedback Part 1

Errr 0 comments

Part 1 of the fixes made using feedback received from the first demo release!

Creating the demo
Errr

Creating the demo

Errr 2 comments

Making a demo of a game was interesting and quite fun!

Creating the First Boss
Errr

Creating the First Boss

Errr 0 comments

Creating the first boss, Toasty Toaster was a good exercise in creating multi sprite object blueprints in unreal engine 4!

Players Choice - Indie of the Year 2015

Players Choice - Indie of the Year 2015

2015 Indie of the Year Awards 35 comments

The time has come, announcing the best Indie Games of 2015 as selected by you.

Editors Choice - Indie of the Year 2015

Editors Choice - Indie of the Year 2015

2015 Indie of the Year Awards 25 comments

We played many games in 2015, here are our editors choice picks, that brought us joy and deserve recognition.