This file has been updated from 'Wild West Mod Concept' to 'Client Edit Demo'. Experience the Wild West in the Unreal Engine. This is a concept of booting...
Unreal offers a complete world for you to roam -- a world of incredible beauty and realism with the most detailed environments ever to grace your PC screen. In one seamless flowing world, race across vast outdoor and indoor environments, enter enchanting cities, mysterious temples, glittering mines, shattered ships, and crystal clear waters. Unreal delivers this cutting-edge realism on computers using a Pentium 166 or higher. And for those of you lucky enough to have a Pentium II, MMX technology or a video accelerator, the Unreal realms will become your reality.
Not that it’ll be easy: with Unreal's array of fierce new fully polygonal enemies stalking your every move, it’ll be a struggle just to survive. You’ll have some help, of course: with an arsenal of incredible new weapons at your disposal, you should at least have a fighting chance against the Skaarj and their allies. But with over 300 frames of animation apiece, and monster AI (that's Artificial Intelligence to you) from Steve ("ReaperBot") Polge, your adversaries will be smarter, meaner, and more alive than any you’ve ever faced. Which means that just when you think you've got them beat, they'll retreat, team up, and take you out later.
I've taken the time to make terrains in for the mod. It's because I want the player to travel long distances on foot. I made the terrain and add the new decoration I've created for them. There will be alot more detail then this screen shot however the gameplay on how the player travels matters before adding the detail. It's very easy to place detail in any maps during the the first UnrealEd. I just happened to find that it's the first time to do model curvy terrain. Unlike future generations of the Unreal Engine, they have a much more easy to use interface and stable handling to create terrains however staying true to making this mod happen to what I want, I had to do it the old fashion way. It's worth it because it may look empty at first however when I start putting all the models and textures in, it will start looking like something.
Of course, there will be alot more detail then this however gameplay matters before adding the detail. It's very easy to place detail in any maps. I just happened to find that it's the first time to do the terrain. Unlike future generations of the Unreal Engine, they have a much more easy to use interface and stable handling to create terrains however staying true to making this mod happen to what I want, I had to do it the old fashion way. It's worth it because it may look empty at first however when I start putting all the models and textures in, it will start looking like something.The good news is that it does feel like it's paid off. I actually have ideas to feel the terrain pictured with natural elements as challenges, such as having a quicksand zone to slow the player down. If the Unreal engine already has Lava Zones and Water Zones, which have different physics which react for the player, it allows me to think about new elements to put into the mod to make them feel different and from the original Unreal Gold game.
Models are another challenge. I'm very experienced in 3D modelling and producing models for myself are alot more quicker then it seems. Here's some screens of a horse and a cowboy hats. Just to note that the cowboy hats were both coded to be different textures to fit the editor aswell. There other examples were the original Unreal development team where they used the same model and object but created different variations of the object in terms of color or style, the greatest example being the book found in the original Unreal game. I coded the cowboy hats in the same way to produce different color variations.
The horse was the toughest model. Maybe for the entire mod. A reason why I modelled this first over any other object? I truly think the horse is the most important model in the entire mod because the player needs to travel from level to level. It will create that feeling of travel in the mod. It's just that imaginative feeling that the horse is there so the player wouldn't feel as isolated in the world then they seem when travelling into the model. Unfortunately there's no animation to do with this horse yet however it was more of a test to see if I can actually model a decent enough horse and not just say that there will be a horse in the mode. Animation is alot more easier then it looks thankfully. This is why it's taken a while to post an update because 'taming' the horse was a challenge.
Other splits to make taking a walk-though tour for this mod that I enjoyed and seeing was having one map being sunlit and the other being set in the dark. I think it really allows the player to journey thru the game and have the split between each level to tell it's story. of course, there's dawn and dusk that I want to play with aswell.
Hotfix for the masking problem with Krall under oldskool.
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@Daveycracker80 Very nice of you. :)
Oct 17 2014, 5:05pm
@Axis33Rx Keep at it. Good things will happen!
Oct 17 2014, 5:05pm
Oct 17 2014, 5:00pm
@Skulburn It is, yes. Don't hesitate to reach out to us though!
Oct 17 2014, 4:27pm