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.
In the Unreal Editor, I've been playing around with the mechanics of the movers. Movers in the UnrealEd are geometry brushes that can move from location to another. The artist can apply textures and change the shape to make it look like something.
Not only can I change the movers, it was interesting how these movers can operate which were programmed into them. There's the player bumping into them, which activates them and there's also movers that can be activated and toggled controlled like switches, which is something that I want in my mod. I'm surprised that the UnrealEd has something like this. I may of been lucky to find this function, so it's worth showing off and telling, hence it's news to me. Maybe Epic Games were just confident with their Engine all along and not many people knew.
I want toggled movers in the total conversion as one of the objectives hence why I've experimented with movers. I've placed elevators in places in the map. I did this to just slow the running and exploring down a bit and to break the pace in the game. There's more of these sections and I do think it breaks the sections up a bit. I think it also expresses the idea of my mod.
In the mine setting has signs telling the player about the status of elevator objects. May their be some steampunk setting for it, maybe, but I haven't planned on it, but it would be nice to decorate the world to make it a bit fantasy like mechanics. I think it's interesting to look at during gameplay. It's looks good, the guys who mined wouldn't have rely on this and I'm sure they were smart not to have this however I think for this mod, it worth putting in, because it expands the world that I want to convey.
I tried putting these sign outdoors however it's interesting that they didn't fit well. I think as the outside map is more public, it doesn't need such signs to tell the player if the lifts on the lower or upper levels, I think it's like saying how to use an esclator in a public place. It just looks wierd compared to a lift in a building telling you what floors the device is currently at.
The signs are in English aswell. Not very friendly but I don't know, being set in the Wild West, is having a sign in English makes it feel more western? There's I've left room for a language change, just in case I can change it for other players in different languages. I don't expect players to understand English however I think it's nice if there was such decoration in the levels, which I've included as a video in this post below.
There is alot more I can do which I haven't experimented yet. Apparently you can also set the movers to be shot at, so seeing that's it's a wild west theme, there could be puzzle elements were players can shoot at objects to solve puzzles or interact with the environment, so I'll be looking forward to put this into the game.
Hotfix for the masking problem with Krall under oldskool.
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