Showing posts with label screenshot. Show all posts
Showing posts with label screenshot. Show all posts

2015/02/27

Unreal 4!

Hi!

This month is a little crowded.

We are happy to say that we managed to get hold of Unreal Engine 4 for a while (thank you, GitHub!!). So these days we are trying out the engine, discovering the differences, etc. There are lots of built-in stuff in UE4 that we would have needed in the UDK. So we're looking at the pros and cons, and considering migrating our project. We're not sure yet though. I have yet to check out the blueprint system in-depth. (By the way, scripting is so much quicker with the graphical interface and in-engine compiler. No more restarting while adjusting a variable. Yay!)

Here are some pictures for comparison! Every texture and mesh is the same as they were used in the UDK. Only minor changes at most.

Left side - UDK, right side - UE4





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Super detailed bump maps! Yay!



Geril created this "building" in about 15 minutes.







Real-time reflections make everyone look like T-1000s in liquid metal form

If we do decide to migrate the project, we'll make some tutorials.

I'm sorry to say that there may not be a comic this month at all. Geril is hard at work at his full-time job, and in UE4 too, and I (Lussy) am traveling in South Korea at the moment. I hope you can understand.

2014/01/01

Happy New Year!

We wanted to post a drawing this time, but we are working on the first gameplay video, so we'll just show you a screenshot of the level as it is right now.

2013/11/14

Pictures of our progress 02

Hi, I'm Geril. I'll just post a few pictures again so you can see how the project's going. You can expect more of these posts regularly.








Since my English isn't very good, Lussy's translating and putting all the posts together.

Have a nice day!

2013/11/05

Pictures of our progress

Hi,

Since we haven't written too much about our game's world in the previous posts, we'll now share some pics. 












Everything shown on the pics is still under development, and not final.
(In the meantime, we're working on a tutorial. We hope to post that too, as soon as possible.)