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The most world-class game engine to date, Unreal Engine 4 gives you the power to do more than ever before. Bring your creative visions to life directly in game without programmer assistance via the new Unreal Blueprint.

Unreal Engine 4’s architecture offers fully dynamic lighting features, cutting down on development time and ensuring less iteration on creative ideas. With significant new visual features, Unreal Engine 4 enables you to achieve high-end visuals, while remaining both scalable and accessible to make games for low-spec PCs.

Tool highlights/features for developers include:
  • Make updates directly in game without ever pausing gameplay with Hot Reload. This tool allows you to quickly find and edit C++ code and see those changes reflected immediately in game.
  • After an update is made, Instant Game Preview gives you the power to spawn a player and play anywhere in game without needing to wait for files to save.
  • The all-new Code View saves you time by allowing you to browse C++ functions directly on game characters then jump straight to source code lines in Visual Studio to make changes.
  • Live Blueprint Debugging enables you to interactively visualize the flow of gameplay code while testing your game.
  • Now you can quickly debug and update gameplay behaviors when they happen through the new Simulate Mode. This tool lets you run game logic in the editor viewport and inspect AI as the game characters perform actions.
  • View your game in full-screen within the editing environment with the Immersive View tool. This allows programmers to complete iterations on gameplay changes without added UI clutter or distractions.
  • Possess/Eject Features allow at any time while playing in editor to easily “eject” from the player and take control of the camera to inspect specific in-game objects that may not be behaving properly.
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The Meadow

We want to share the process of the World's design.
As we said in our first post the demo is set in Grassland, in what we call The Meadow.

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The meadow’s scene design has been gradually changed and improved. We are talking about an extensive area with big plains and a wide variety of lush, an area were an ancient civilization was settled and from which only some old ruins remain in this world. The biggest challenge we had to face was to embody the pictorial artistic style of the original concept art to the 3D, keeping the expressiveness and colouring that the drawings have.

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Starting from the original concept art, we worked on the form of terrain, testing with different compositions with BSP in UE4, always trying to remain true to the map design we worked on previously.

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Once we had our skeleton done, we kept working improving this.
The next step was to build the island and define its final design, for which we worked with the 3D artists, testing different level constructions.

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At this point, and with the terrain design completely stablished, blocking got started by placing each element from the modeling. As we were not only looking for an eye-catching design, but also to ease some aspects of the gameplay programming, many tests and level variations were done, changing some areas and substituting some elements.

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The placed items were not definitive but were very helpful for us to have a rough idea of how the meadow should look and how to obtain that feeling of overwhelming fantastical nature.
The 3D team started working on the details of the scene.
(We'll talk about the 3D modelling with more details about the creation of the walls, architecture, rocks and vegetation in other post!)

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Finally, we could end up with an enhanced version of our assets (more define textures, more materials, a more polished nature) and with its execution we have moved very much closer to the final result we are seeking.

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We have included many new elements, from new lush green vegetation and architectonical elements, to new floating island or giant roots, trying always to improve the looks.

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We are close to end our pre-alpha and, even though it is a small demo, we are working extremely hard for the artistic performance part to be something gorgeous and unique. We still need to add some things to assure that the trip through the meadow is going to be enjoyable, but also impressive, and breathtaking due to its dimensions and details.

Hope you like it!

Ruins Level - Development
Project Grand Vault

Ruins Level - Development

Project Grand Vault 2 comments

A WIP Wednesday post detailing progress made for our Ruins Level.

Dev Diary #1
Simulacra

Dev Diary #1

Simulacra 3 comments

Dev Diary Video #1 for Simulacra. Covers content release in recent build and general direction for the game.

Fate of Glocken Dev. Update #001
Fate of Glocken [Inspired by GGO/SAO]

Fate of Glocken Dev. Update #001

Fate of Glocken [Inspired by GGO/SAO] 2 comments

Everything from the beginning of the redone Fate of Glocken. Character model, Inventory, Main Menu, and much more.

December 2015 Report
Pumpkin Online

December 2015 Report

Pumpkin Online 0 comments

December Report is out! Explains what we were working on and got done last month including things like; mailbox system, sleeping, furniture placement...

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Post comment Comments  (0 - 10 of 39)
TheMasterCoder
TheMasterCoder says:

Hey, problem, is there any way to port maps from the Source Engine to Unreal Engine 4?

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Themanwithideas
Themanwithideas replied:

Can you port them to a 3D modeling program if you can just import it from there.

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redgrape404
redgrape404 says:

First off, the video and the features is what I would like to have a Woody Woodpecker Tourment on Unreal Engine 4 and some single player campaigns in a redone and rewritten version of Woody Woodpecker Escape from Buzz Buzzard Park and the fifth installment of Crazy Castle all done by the commuity and Epic Games with some imput from CliffyB
Seconed off, the graphics looks like it's from the real world and imgain what Woody Woodpecker and all his pals from both classic times and modern times would look like in that said engin with full textures (especially on their gloves) realistic lighting and best of all the weapons used in Woody Woodpecker Tournemt and in single player would be exquisite
Escape form Buzz Buzzaard Park;
The game takes place in the universe cartoon of Wood Woodpecker. For much of the adventure, the player is Woody Woodpecker . During the absence of Woody's Knothead his nephew and niece Splinter were abducted by the Machiavellian Buzz Buzzard, which requires an exorbitant ransom for their release. Unwilling to pay,Woody goes in search of the missing by venturing into the huge and dangerous amusement park built by Buzz Buzzard rescuing then andthe three looks n the park for Buzz and they turnd up nothing then the three split up to search for Buzz in the places where he'd gose, Knothaed storms Rágñarök, a Mexican nightclub where Buzz gose there and the area where the henchmen from all three factions meets, Splinter storms the corporate HQ where Tweaky is residing with Buzz's finest and Woody storms Buzz's manor bult with the revue from his park, Buzz dose not turn up in all three places then the three woodpeckers soon gose back to the park to find him readying a portal and two WMDs made one with the devil's power and the other with rodent killer that'll ruin both the Rodentian's own buness and the faire's magis and start a one gigundo Fairy-Human-Rodent war but Buzz sends the three woodpeckers to the deepest parts of the pary but they dsoon reunite and they defuse the WMDs and termaites him then they head home to watch some Zack Zorbar but the news shows up rather than Zack Zorbar that the birdie's raids did not go unnoticed and Mother Nature apperds who needs Woody's help badley when the Fairy World is overrunned by demons, Buzz's force [a fraction of what the faced in the park, night club, and corporate HQ] and a galactic dictator who leads them all Woody accpes and poofs away in a Half Life ending while Knothead and Splinter are hailed heros with the absence of Woody Woodpecker; paveing the way for the next part

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Marth8880
Marth8880 replied:

what

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jpd101
jpd101 says:

Hi im new to the programming world im just starting to learn, i just wanted to ask a question. Would it be possible to create a game on the unreal engine 4 so it could resemble something like this:

Youtube.com

Youtube.com

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Guest
Guest replied:

Yes it is possible but understand your game wont look like that instantaneously. It will probably take a few years to get it to look like that but really it will take a few years for any game engine.

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jpd101
jpd101 replied:

I seems to me that these videos were created in real time rendering is that why it looks so realisic. i compare them to capturing video with an old camcorder. i did find an engine thats almost smiliar to the videos above. I went to their website but i dont think their engine is for public use. check it out Unreal doesnt compare to this.

Youtube.com

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jih1111
jih1111 says:

eww... UE4 is an awful engine really

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Marth8880
Marth8880 replied:

It really isn't.

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reok
reok says:

UnrealEngine4 - the best!

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