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Capture The Nade | Locked | |
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Mar 9 2016 Anchor | ||
Hi guys, I am making a simple capture the flag based game from scratch in order to mainly learn some of UE4's Blueprint. Main idea: The game consists of a single player controlled character maneuvering through flocks of weapon equiped enemies with a primary goal to capture and return flags successfully. Graphical style: Keeping in mind that this is mainly a personal project to learn Blueprint I will be keeping graphics rather simple and abstract. Right now I am thinking of a neutral bright grey base material for the environment with orange colored decal indications to break things up. The player and enemies will have their own color palletes to put more focus on them. I will also be using sublte complementary colored lights to help spice up the overall look. I've went ahead and compiled a quick list of modular assets that I will be needing for the game: I have also thought of giving the main character basic animations such as: Perhaps a finishing touch of some particles such as: Depending on the time this will take me I might also consider more optional effects such as subtle footsteps smoke or an emmisive trail behind the player when flag is picked up. This is basically an idea I have right now to help me break down the process, but nothing is set in stone yet and might slightly change. Suggestions more than welcome! Below you can see a quick blockout of a level segment to give you the general idea. Cheers! Edited by: onpoint |
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Mar 9 2016 Anchor | ||
I really like the main idea of the gameplay, can't wait to try it! |
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Mar 29 2016 Anchor | ||
Hi guys I've been working on some updates in the game, here's a quick list: Grenade projectiles with displayed timer Some examples below: Also an ingame clip with the main nade-jumping functionality: Next up on my list is implementing the flag to capture as a main objective of the game and perhaps some enemies to make things somewhat challenging. Cheers! Edited by: onpoint |
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Mar 31 2016 Anchor | ||
Looking nice! Do you have any plans on adding different kinds of grenades or an option to change the explosion timer? |
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Apr 1 2016 Anchor | ||
Thanks! The explosion timer is one second apart right now as they're intended for different situations, probably will need some fine tweaking though once I get some enemies in the game. I will firstly focus on implementing the other key functionalities and then perhaps add more stuff on top of it. But nevertheless thanks a bunch for the suggestions! Something to look into |
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Apr 1 2016 Anchor | ||
Alright! I was thinking about something like a grenade that is pulling instead of pushing. Might change the gameplay too much... I don't know. Anyway, keep it up! |
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Apr 16 2016 Anchor | ||
Added some updates to the game, including some placeholder enemies and a flag object with start and finish points that shuffle after each score. Locations randomly chosen from predefined coordinates. Some example gifs below Cheers! |
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Apr 16 2016 Anchor | ||
Nice to see the mechanics in action, looks pretty fun. Also, I really like the floating level design. One thing that might cause problems is the grenade countdown. Maybe add a "detonate now" button so you don't have to wait for it to explode. |
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Apr 17 2016 Anchor | ||
Noted thanks A bit annoyed by how new posts just get attached to my previous one. Edited by: onpoint |
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May 1 2016 Anchor | ||
An other idea maybe is to add a parachute to the guy so he can "fly" further Edited by: Szalage |
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May 1 2016 Anchor | ||
I took some AI advice and made the enemies a bit smarter. Every each of them now spawn with a random speed, follow the player only within a certain range and can damage the player. This already made it pretty challenging to reach higher scores. More updates soon. Added some updates to the game including some UI indications, an end screen and a character ragdoll on death. Some images below: |
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May 13 2016 Anchor | ||
Loving the "Wasted" screen It would be nice to see the AI in action, are you planning to showcase it? |
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May 16 2016 Anchor | ||
This time I'm back with bigger updates: Parachute - as suggested, I thought the idea was cool and it is now implemented! Deploy with Q, once used there is a 10 sec delay before it can be used again. Background - I wanted to do something with it and added far background planes with city skyline silhouette textures. Custom kill Z volume - during testing I realized that the default kill Z volume was not sufficient so I implemented a custom one that filters out player from all other objects that now get deleted, while the player is simply killed. Enemy AI & spawn point - enemies now spawn inside a gate closed area and run outside chasing the player when he gets close enough, if the player gets too far they start freeroaming. Enemy model & attack animation - it now has a cop themed animated model that is close to main player in terms of graphical style. Equipped with a flash light and hit the player with it when nearby. HUD Icons - parachute availability and health bar are now displayed. Smoke particles - Every footstep now has a small smokey particle attached. Simple manhole and fan meshes with smoke particles implemented and populated around the arena. Some gifs: For the next updates I will try to focus on expanding the current arena slightly and adding/reworking some props in terms of looks. Latest build now available on first post. C&C are welcome! Edited by: onpoint |
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May 17 2016 Anchor | ||
This seems really cool, to be honest. I'll be sure to try out the build and follow its development when I have the time. It seems like it could turn out to be something very fun to play. |
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Jun 21 2016 Anchor | ||
Hi guys, Going to wrap up my project here. Added some more tweaks including more UI notifications, an elevator, a hydrant that reacts to explosions, a main menu, some flickering lights and extra props. Some screenshots below! And of course the final build on the original post! |
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