In other news, Fate of Glocken's project files have been released: Forums.unrealengine.com
In other news, Fate of Glocken's project files have been released: Forums.unrealengine.com
There will be a View Character button in the Equipment section of the UI that goes into a third person mode. :)
The unarmed animations for crouching isn't supposed to look too stealthy, but I'll look into changing it up when I get the chance.
As per feedback (thanks JoJoDeath), I have fixed the arms and have added a slight rotation to the body to simulate more realism. A video will be released soon on the YouTube page: Youtube.com
I fixed a few of those problems after creating the gif, thing like the arms, etc
It did indeed look a bit cartoony but I changed it to look a bit more real.
MMO, not so much, depending on how funding/selling goes, etc. I'll be able to do some work to allow for large amounts of players; but yes, the game is still a FPSRPG, with skills, missions, etc.
There's definitely more detail that I can put onto the player, but most of the detail will be on clothing since I'll be doubling the voxel-size for clothing pieces.
I'll upload one tonight, and yeah, I agree, they do look a tad bit weird, but this was a placeholder animation for holding the pistol, so that might also add on to the weirdness. I also plan on doing some more work on the player model like the material, etc.
Well I won't exactly complain (as the game isn't a Minecraft artstyle whatsoever). Realistic artstyle is obviously not a good path as it would take way too long for the game to be made, so that is why I went with the voxel artstyle. Sorry for your unhappiness, hopefully the trailer will win back your faith. :)
That is TBA. But in short form, yes. There's a reason behind changing the artstyle which is: it makes the game possible. More info to come soon.
Currently this is a solo project, but thank you for the offer! <3
Takes some time to make clothing, but it's definitely on the list of things to work on!
Yes, I plan on doing more. I'm just currently busy doing other stuff at the moment though.
Yes, the plan is to make it update with your in-game character so it has your character's clothing and stats showing in the main menu.
Thanks! I'm trying my best to get all the small details in the weapon so I don't have to redo them for the game.
Super sick!
There will be all types of different buildings; brick, concrete, etc. Big, small, tall, and much more.
I used Blender, Substance Painter, and textures.com to get the textures needed.
Yeah, a few of these icons could definitely get a rework, like Stealth. And crafting is more of Tailoring, anything that has to do with clothing, etc.
Mostly for now it'll be more of an "art tour" but overtime I'll be adding the gameplay mechanics that I planned for Cyber Online. Things like skills, interacting with the world, shooting, crafting & customizing weapons.
ded project? What's going on Zhav my man?
The project is live again! Any of the comments found before this comment are old and outdated! Let the new comments come, if you guys have any questions or anything, please feel free to ask! :)
Going to just respond to the last part, don't really care about the Nerve Gear.
Why make games overall?
All game genres are pretty much all explored, you can't create a genre or really a game style anymore. Everything has been done from sci-fi to fantasy; making a Sword Art Online game is perfectly fine as it's a floor-based system, creates something a bit new, but it follows a generic MMORPG which isn't interesting at all nowadays since pretty much everyone has played one.
However, from my looks of it, Allen is mainly focused on just doing level design stuff.
Take some inspiration from a mod called Moviebattles 2 for Star Wars: Jedi Knight Jedi Academy, it does lightsaber fighting and a bunch of other things perfectly. Hopefully it can help out. :)
Seems like you guys are back on track.
Looks good. :)
Sadly the project is being put on hold and has been archived. We are hoping to bring back the project in a year or two. We currently need to get more financially stable before we can continue the project. You can find more information on the FB page: Facebook.com
Those two YouTube links though. haha
For a game, there must be a developer. For there to be a developer, he/she must be feeling happy and safe.
Stay safe Zhav.
Is it possible to use a curvature mapping for models and this kind of shader? Because usually snow wouldn't get in some spots of the surface like the bottom, etc. So you could specify where it would go; for myself, I use curvature maps in Substance Painter for shows where edges and scratches would be, stuff like that, I'm sure the same could be used for snow, etc.
Good analysis! You guys have some pretty keen eyes.
crimsonwingzz
joined
3D Generalist | Lone Developer of Fate of Glocken | Graphic Designer | Swiss