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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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Hey everyone!
It's been a while since my last update, but I finally made it to a point where the game is no longer a prototype but a fully functional game, which is just lacking in content right now! :)
In this release, I added 3 gamemodes, a new armor set, level selection (with only one level :( ), athletics, melee attacks, and an infinite amount of fixes and tweaks.

Gamemodes

  • Tug-of-war: This is the core gamemode of Griefhelm. It works just like in Nidhogg, who gets the kill gets the lead and needs to run towards the goal. But that's not all, unlike Nidhogg, Griefhelm supports up to 4 players for this mode. The struggles to make this work were incredibly painful, especially handling the camera behavior and player respawn. Nevertheless, I am really happy with the results and need to hunt down any bugs you guys find ;)
  • Free for all: Ignorance at its best, you are all thrown into the same screen starting a bloodbath and backstabbing your friends in their effort of blocking and strinking other opponents. Oh, a cool way of playing this is actually having one player fight another one while the others watch and whoever wins gets to fight next one. Once the match ends, the player who survived gets to start against the first one that died the match before.
  • Team* skirmish: Two teams fight each other, and there is friendly fire so don't expect to thrust through your teammate to kill the opponent. However, I'll leave friendly fire as an option in the future.

* For all the team-based gamemodes players will have colored plumes on their helms to identify their team.

Full Plated Armor

There are now 4 armor sets. This was important since the game supports 4 players, therefore, having a minimum of 4 armor sets was a must!

Walk


Athletics and Melee

To avoid making the combat system useless I had to reduce the speed and jump height of the players. This is because if players were too fast and jumped too much then blocking was pointless since dodging was so much easier. So the game has more of a classic Prince of Persia approach to sidescrolling: with semi-realistic speeds and jump heights. While this fixed the combat problem, it brought up a new one: platforming. In order to achieve a bit of vertical variation in the game's movement I had to add ledge climbing and ladders, and of course design levels according to how these design elements interact with each other.

LadderAthletics


Another thing I noticed was that players were constantly getting too close. Close to a point where their sword swings wouldn't hit. To fix this, I added the fact that when two players are up close whoever attacks first performs a kick to "reset the distances" and obviously giving a slight stun to the opponent.

Kick


Level: Woods

All of the footage you see in the game is taken from the level Woods, which is the first complete level in the game. My goal is to have other 3 levels for version 0.5.

Woods


You actually read everything? :) That's awesome! Thank you so much! Make sure you download the game, try it out, and don't hesitate in giving me feedback. You could be of great influence to the outcome of this game!

'Till next time,
Johnny Dale Lonack

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Comments  (0 - 10 of 46)
darkelf1
darkelf1

cool

Reply Good karma Bad karma+2 votes
romadoma
romadoma

Hi, people! I'm just leaving this here - Answers.unrealengine.com

It's a feature request for UE4 developers. If someone have similar problem, or just wanna help to add this feature to new version of engine - please vote.

Thanks.

P.S. IT'S NOT A SPAM, if you just don't care - never mind this link - it's only for developers.

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Gamebrain87
Gamebrain87

Thanks kylo ren

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OverRated
OverRated

Why not just use a component?

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romadoma
romadoma

Objects are not Actors, it's just a generic classes, which don't have any components (if I correctly understand your question.)

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RedSpotSylphina
RedSpotSylphina

Unreal Engine 4 is powerful, user-friendly, and doesn't require high programming skill. I create art and game design, nodes help me with programming, and all sound/music licences can be easily purchased. I can develop my game by myself :)

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strelokqvt
strelokqvt

I completely agree.
UE4 - good dev software.

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TheMasterCoder
TheMasterCoder

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

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Themanwithideas
Themanwithideas

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

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redgrape404
redgrape404

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

what

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easy to use , cheap subscription , easy integration with other professional software like 3d studio max and even free software like blender . anyday over unity

Feb 10 2015 by najeebshah

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