• Register

This member has provided no bio about themself...

RSS My Blogs

Logo designed

Luftbauch Blog

Beams Logosmall

Designed a fresh Logo for beams, illuminati told me to do so, sry.

Some more functions.

Luftbauch Blog

Edited / extended Menue, old one in video.
Interactive Gamestart MainMenue, when you fire up Beams

Milkyway Outcast for Audio & Gamemusic

Luftbauch Blog

I decided to stick for now to Jens Börner and his multiple Audio Existences.
Thank you all for the nice offers for gameaudio, but i set Beams "filled" for the Audiopart.
When you are a real 2D painter and have some nice artwork about humanity - greed or something similar, i give you a wall in beams.
:)

Focus set

Luftbauch Blog

First thing for beams will be a playable grappletrailsection, where players could play against other players highscores.
No onlineleaderboard so far, only a screenshotposting entry function for now.
When ppl are interested, i would pay someone for nice Steamintegration.
Level and all the assets for grappletrail exists, only polishing some functions, menue still missing and final idea for health not set yet. That's the reason you see boring healthbar placeholder.
But i have to stop me, to create new stuff, love really when meshes come inside ue4 to life.
I choosed lowpoly, because it's easy to handle for me then. (time/errorfixxing)
I would like to get some feedback BEFORE i implement system.
I am thinking about some sort of visor like googles over your eyes with hud integrated, but it looks weird in the reflections.
Thinking..
:)

Good progress

Luftbauch Blog

I am happy with progress,

but i get so massive feedback now, that this nice communication is eating up some part of my devtime.
Extended modular Assets and can now create levels very quick, to hold Beams updatet with fresh stuff.
Setting up basic gameplayscenarios.
Not sure about the path of launch for now. Free Demo or steam early, we will see, perhaps both.

Sincerely

Something is hiding in the pyramids.

Luftbauch Blog

Morphtargets are working, added basic particles. (particle collision missing, but no biggie, i will do it later).
Unreal engine works like a charm.
Yesterday i had the idea of something coming out of the pyramid and today evening, i will record sounds. :) , to get it to work complete. Adding some headshake..

Fun doing Beams.

Luftbauch Blog 2 comments

Because of assetcreation and other UE4 learning stuff, i make good progress.
The map is for now bigger then i wanted it, and it runs without performance problems.
That gives me more space for decoration, when i exclude some areas into seperate levels, reachable through teleporter, or similar.
I am not sure what the minimum spec would be needed, to play Beams?
One thing is sure, you need shader support, postprocesses everywhere. ^^
I do not even try, to copy menue from game x and Hud from game y and mix them up in beams.
My content is perhaps not perfect, but it is fresh in some way, and you find only stuff there, which i like on my own.
anirock

Morphing learning..

Luftbauch Blog

Weee Morphing first steps.
I mixed into some morph learning stuff now for Beams and so far it is looking nice.
Ok it is looking not very cool, but the shaping / morph effect is starting to work and the best is, i start to know, how to use.
Timelines - set morph targets, collision, physical assetcreation, things are really complicated for me, but i like how it grows.
morphtrunk

My kids have fun with that prototype

Luftbauch Blog

Editor shot of Beams gameNice to see that the own kids askme, about playing that unfinished "Beams" thing.
Demo Room aka Level is growing well.
I did a project cook to compile the exe for testing.
UE4 cooked many errors into, from a map checked with zero errors, but that was because i have to learn first how to do proper.
But i will learn that, before newyear, to release the planned map.
General dev slowed down in some way, but only because i need much time for tweaking and testing.
When i make an obstacle i have to play through to test it, sometimes not only once..
Then i change a variable and have to playtest again.
Perhaps i could use some testers, before demo.
I would like to test it first, with testers with 32bit/64bit Windows, later linux and mac.
The targetsystems have not to be uptodate.
I want some performance info too, and i am always open for suggestions, but they have to fit.
Best regards stefan

Here an ingame editor shot.

A small game

Luftbauch Blog

Hi my name is Stefan,
forgive me my bad, old and rusty english first, i am from 1969.
While i modeled for some small other projects, my blueprint testzone growed up to a small basegame.
It is (in the future) a 3D jumping game with standard traps/switches.
I am not sure about enemys and weapons in there, but when it adds fun to gamemechanic, i will do.
Some physics boxstacking stuff. Physical platforms and many many lasers so far.
For now, i try to stay close to easy modular boxmodeling, follow a strictly gfx style.
One of the more important parts for me is, i got some game mechanic working.
Sometimes when i enter playmode to quickcheck some things i get attracted to play one minute and then another one..

I would like to hear, if the game would be played by ppl. Who likes it, who not and why.
For my personal taste, the reallife is realistic enough for me. Sure realism is a nice thing, when it comes to gaming, but from my small dev point of view it is hard to handle.
I like to block out quick meshes to fill empty space, like i want.

I have no haste and when deciding to release the title, i would like to know before release, if ppl would like to play it.
Namechecking, domainsaving, webproject al that stuff would be useless, if noone plays it.


I really like the UE4 Editor, for me it is a great toy/tool and my stuff is created through Blender, which is another great tool.
PM me pls, when you have a hint about a "grammar fail".


Some feedback about this project would be nice. Thank you
I put in here some links for pictures and videos