środa, 1 lutego 2017

Capabilities

-The Game will be able to build a base of individual components. You will also build vehicles.

-Walk Will consist of close combat melee weapons and firearms of different behaviors. In addition to the disposal of the player will grab that easily allow to attract to a given location in a matter of seconds.In Plans there is climbing and gliding.

-Use Game state will answer procedural scripts that will direct the behavior of your enemies which will affect a small repeatability of behavior, and therefore the joy in learning new techniques, attack enemies and opposing them.

- Double control. The player will be able to remotely control Mech's as the incarnation of him. What gives you a greater control of the battlefield.

- In strategic mode, it will be possible managerial large branches allies or the embodiment of the captain and management offices in third-person mode.

-Procedural Weapons may consist of various components which will affect its recoil and power. In addition, the weapon can be controlled remotely which firepower would be devastating for the members of the hostile army.

-Proceduralna Map of the game world will be controlled procedurally with events that will appear randomly in the site. Depending on the army and its relation to player events can become unpredictable and change like a kaleidoscope. Sometimes in advance win situation can be impassable barrier that only the player will be able to get out.


-Graphic will be based on simple solids to even a weak computer during massive battles could manage. Simple graphics also affects quite a fantastic climate. The game will bring its own kind of climate and adventure.

sobota, 28 stycznia 2017

czwartek, 5 stycznia 2017

Field Marshal Hindenburg Prussia. Many times marked on the battlefield, his main skill is speed, can move so fast that none of the enemy is not able to pull a weapon before his death. The field marshal is bloody beast in speed silent unmatched, his finesse in the use of weapons works very well in the fight. However, impetuous nature does not allow him to be precise in action. His moss Holstein This is a typical mech combat, but rather a combat base, which is deadly at long range. Its howitzers and weapons destroy whole cities, turning them into a large pile of rubble.



Meet Eve, one of the best snipers during the history of the conflict. As the only one of 303 Squadron survived the slaughter at Konigsberg. He became famous for his amazing feats fending off enemy troops in heroic battle in which, unfortunately, lost a sister at the hands of Field Marshal Hindenburg. Demons of War, unfortunately persecute Ewe which affects its unpredictable charater in search of revenge. Contrary sniper tactics Eve rather than hide in the darkest alleys, uses his incredible skill and precision thanks to a shot, which he can excel in slow time. Ewa combines good camouflage and speed of reaction is a reliable and accurate weapon in the hands of a skilled player. Her moss is one of the fastest Roach downs of his class that complements the Ewe in the fight as a machine with a high rate of fire. Devastating enemy troops.



niedziela, 25 grudnia 2016

Procedural Everything_exaples will be based on game Glass Kind with you can download here for free.http://gamejolt.com/games/glass-kind/185822

I hope to create a action based adventure with procedural generated enemies with diffrent behaviers and look. Maby animations too.
Main point will be to give you the base for procedural experience with a lot of content that you can create and add to project. This freedom gives moder oportunity to build something special from the base.
Project will inclued procedural generated maps and content for pawned yoused in game with diffrent behaviers. also building system for buildings and vehicles.




niedziela, 18 grudnia 2016

Procedural Everything_ start

In this Thread I would like to present my progress about procedural generation in UE4. Used in game industrie. I will start from the skratch from templet tutorial file and add new content only inside the engine no C++ requirements or other visual studio scripting. For my progress I will use only inside engine code blueprint visual scripting.