Hi!
We've uploaded a new model to Sketchfab: now you can see the game's ship in 3D!
You can click on the annotations to take a simple tour, but you can also explore it yourself. We recommend using the first person control mode for this, and adjust the walk speed with the mouse wheel, or else you'll fly right through the ship.
This model isn't exactly like the in-game map - we had to leave most of the props so we could upload it to Sketchfab. We've halved texture sizes, left some out, but it might still be tough for SF's engine to display it in a browser. It's still amazing what this engine can do in a browser window.
The rooms' shapes and sizes were exported directly from UE4 BSPs, so until we release the game, this is the closest you can get to exploring the ship.
In other news, our Greenlight campaign is progressing fairly well, considering we suck at marketing. Seriously. We've visited forums and wrote posts to get more votes, but I guess we're not pushy enough to be successful marketers. Also, there are a lot of people who want to talk to us and who we need to talk to, and it's wearing us both out. We're not very good at social situations either, so instead of feeling tired because of 14-hour days, we feel tired because we had to talk to three people in a single day instead of just one. Oh, the struggle.
Keep the votes flowing!
Showing posts with label map. Show all posts
Showing posts with label map. Show all posts
2016/04/18
2015/01/24
Movement test!
Hello!
Here's a video for you:
Just a quick update on how we're doing. As you can see, we're experimenting with different controls: a fixed, side-scrolling camera with 3D movement. It works out pretty well. The only awkward thing about it is how sometimes you can't determine where you are in the 3rd dimension. We're planning to fix this with a small circle of shadow below the player, and a more dynamic camera.
P.S.: Subwoofer required for full experience
Here's a video for you:
Just a quick update on how we're doing. As you can see, we're experimenting with different controls: a fixed, side-scrolling camera with 3D movement. It works out pretty well. The only awkward thing about it is how sometimes you can't determine where you are in the 3rd dimension. We're planning to fix this with a small circle of shadow below the player, and a more dynamic camera.
P.S.: Subwoofer required for full experience
Labels:
adventure,
bobcat,
character,
control,
developer,
development,
environment,
game,
gameplay,
indie,
map,
maps,
platformer,
progress,
project ol,
project olp,
udk,
unreal,
unreal 3,
video game
2014/11/01
Post-Halloween post!
Happy Halloween!
P.S.:
It took us about 8 hours to export the frames from UDK, then convert them into a video, then convert that video, then edit it, and then export the edited video (the first edited export took 3 hours. Turned out it was 4:3, small and disfigured. The second export took about half an hour. It was also edited twice.) And THEN it turns out that the quality is faaar worse than the original exported images. Comparison:
So if we ever have the patience to try video editing again, maybe we'll fix it. But right now, we just want to take a break from this weeklong, nonstop video preparing and editing.
P.P.S.: At least the vid is 60FPS though.
Here's a video that we just made (still warm). Prepare for spookiness!
You can see a brand new map and lots of new foliage and effects. We realised we focused solely on gameplay mechanics, so the environments.. kinda sucked. So we were working on creating foliage. And we're showing them off right now. Enjoy!
P.S.:
It took us about 8 hours to export the frames from UDK, then convert them into a video, then convert that video, then edit it, and then export the edited video (the first edited export took 3 hours. Turned out it was 4:3, small and disfigured. The second export took about half an hour. It was also edited twice.) And THEN it turns out that the quality is faaar worse than the original exported images. Comparison:
P.P.S.: At least the vid is 60FPS though.
2014/06/27
Some plans
Hi!
A lot of you (..the few people who sometimes read this blog) don't understand what the game is going to be like. So we'd like to make this clear: we're making a sidescrolling cooperative game in which you explore huge dungeons in groups of 4 or less, fight monsters and enemies and do quests. We'll leave the rest for later. For now, here are some of our most recent plans and ideas:
(don't tell anyone! ;) )
Labels:
adventure,
bobcat,
concept art,
developer,
eslie,
map,
platformer,
udk,
unreal 3,
video game,
wolf
2014/04/23
Maps and control
Hi!
We're constantly working on the game's controls, and also on a map so that we can test the controls. We drew a sketch for a map structure, and we already made it functional in the UDK. So, here you go: enjoy the sight of the player character jumping around in a sketch, in a textbook, within a wonderful, low-FPS gif. If it loads.
We're constantly working on the game's controls, and also on a map so that we can test the controls. We drew a sketch for a map structure, and we already made it functional in the UDK. So, here you go: enjoy the sight of the player character jumping around in a sketch, in a textbook, within a wonderful, low-FPS gif. If it loads.
(Next time the quality's going to be better, I promise.)
Apart from the sketch, we made another simple map, without a real structure, to see how the environment would work with the control mechanics. The design is very basic. We only have a few world objects, that's why it doesn't have any detail and looks kind of boring. We'll be working on those later.
Here are some pictures of the map:
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.
Labels:
map,
new year,
screenshot,
udk,
unreal 3,
video game,
world
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