Posts | ||
---|---|---|
Have one request (sorry, can't pay at this point) | Locked | |
Thread Options | ||
Jan 12 2015 Anchor | ||
EDIT: I managed to get someone to help. Edited by: TheWalshinator |
||
|
Oct 5 2015 Anchor | |
Mind if I ask what it will be used for? And by "good" do you mean realistic looking? Even if you don't need one anymore, it'd be great to hear how your project's going. |
||
Oct 5 2015 Anchor | ||
I honestly forgot about this thread, thanks for bringing it to my attention, but to answer your questions... The camcorder will be an in-game, toggled item (similarly to Outlast, but held more out in front of the player). It's primarily used to differentiate between illusions and reality as the characters' "naked eyes" are prone to seeing things that aren't really there (e.g. Multiple versions of the same enemy) or missing things that are there (e.g. An object can appear to be invisible). The camcorder can reveal hidden paths and objects, and doesn't show what isn't really there. I did mean semi-realistic to realistic looking, but no worries; I already have a camcorder model to use that someone helped out with a couple of months ago As for the project, it's going okay, although I am on a temporary hiatus from it to focus on another project for University. I spoke with the team last week and we made what I believe to be a good decision in moving the prototype to UE4, so when we get back to working on the game we should hopefully power through it, as some of the important work is out of the way (including the journal entries and soundtrack for the first level we're making). We've had some rough patches but I'm still determined to see it through. |
||
|
Oct 7 2015 Anchor | |
That is a cool feature. Now I understand why the model had to be decent enough. Using UE4 to build the game should be interesting. Glad your team is developing it. |
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.