For a while now I've been working on my personal project. Finaly i got it into something i can show so, here it is. Topdown shooter in cyberpunk-ish setting. Made with Unreal engine.
Thanks guys for nice comments! I somehow managed to record short clip showing the game in motion. EDIT: For some reasons, embedded video wouldn't play for some people so perhaps this link helps: https://www.youtube.com/watch?v=gtlincgUrCk
Even bettter in motion, I see the embedded video though, so it looks like its working. I assume the anims are placeholder, cause they look a bit wonky in places.
Yeah, anims are temporary, i just cobbled together simple system to see how it feels in game.
I played Shadowrun, but sadly I don't have much patience for turn based combat. Somewhere in the middle of second turn I'll start telling myself: these enemies should be dead by now. But no, i have to go trough few more turns. Beautiful game, but gameplay style is not for me.
As for inspiration, it's all usual suspects: BR, Gits and so on. Plus realworld places like Hong Kong, some Chinese cities and so on.
Solid work man, loving the environment and lighting! This looks very promising. Reminds me of a top down Contra, hopfully you plan to have large boss enemies that would be sweet.
looks awesome, how did you do the textures for the walkways? Also can you explain the UV layouts of the walkways as well. Its complicated and I like how you dont really see any patterns, so just curious on how you accomplished that. thanks
Large boss is on my wish-list but since I am the one who makes things happen here... we'll see
@ snake85027 The variety is quite important to me as I prefer to avoid repeating elements if I can help it.
I have several tiles i combined into variable combinations, here a the ones I use most. i have more of them but I use them only when I remember I have them
As for the mesh and material. Mesh is flat plane with texture tileable in all directions. The black lines you see are strips of polys that hover little bit above main surface and those strips have simple material with normal map showing panel gaps and other small detail. There is thread on this forum about star citizen technique. Basically same stuff except i avoid fancy blending lines into underlying surface, polys are just hovering above surface.
In the material i use texture mask to blend between two materials, that's where you can see those larger scratched areas. Then you can see some of the panels darker than the others. In my material i have small section that takes my tint mask and it uses colours of that mask to tint the material. This is supported by unwrap that is divided into areas of the tint mask. I myself am not sure if I make enough sense. Hopefully this image will add some clarification:
Thanks guys, it's nice to hear you like it. @Crazy_pixelThe plot mainly revolves around gang infested lower parts of vast megapolis and hero's quest to gtfo from there. There is obviously more to it than that but that's still very WIP.
I need to finish/make few more tiles to get enough playable space. That's ~2 more weeks, hopefully not more. I'll make some videos then. Afterwards I plan to switch my focus on the characters, weapons and so on.
So, after about a month of environment building i have longer video to show https://youtu.be/AktC8GuDHcI Next step - characters, weapons, fx. Wish me luck!
This is really inspiring. I love the lighting and use of particle effects. Great work so far.
I would suggest adding more props to the playable area, e.g trash cans, boxes, benches, food stands etc to add more flavour to the areas. You could use them to really clearly define what an area is and what happens in the area, such as putting a bunch of tables/stands to make a market.
Thanks for suggestions guys! I want civlians only in few areas. General idea is that these city levels are being 'slowly' abandoned by the authority and gangs are filling in so, first sign of trouble and anyone not willing to fight runs away. It ties to story and gameplay but that's way to early to even think about it. i will definitely add some clutter there, some of it will be there just so player has something to demolish
Hey mate this seems very very nice and i would definately play such a game! One thing i have as a suggestion, usually these kind of environments with so much metal in them, they have a "colder" feeling, so you might want to tweak the lighting from this yellowish warm color, to a bit cooler one. Just a suggestion though! And one question, all these cables, seem like alot of geometry for a little visual payoff. Are these cylinders indeed or just something else?Do you have them as modular pieces or individual pieces?
Hey mate this seems very very nice and i would definately play such a game! One thing i have as a suggestion, usually these kind of environments with so much metal in them, they have a "colder" feeling, so you might want to tweak the lighting from this yellowish warm color, to a bit cooler one. Just a suggestion though! And one question, all these cables, seem like alot of geometry for a little visual payoff. Are these cylinders indeed or just something else?Do you have them as modular pieces or individual pieces?
At the moment i am working on characters, so there will be some time until I'll start doing another pass on environments, but I will definitely keep colour scheme in mind. Variety of visuals is very important part of game feel, so thanks for the suggestion.
Little bit too late I found out that there is a 'Cable' shader in unreal so the cables are just meshes with triangular profile. Polys facing up have same smoothgroup so cable looks more rounded than it really is. I will look into that shader later, it seems very useful thing but i need to find out how expensive it is compared regular geo.
I think cables are quite important part of the scene as they provide parallax movement and help define vibe/feel of the environment.
Assets are in variety of groups ranging from single hanging cable to bundles of cables. There is quite high amount of cable in the scene shown bellow and in total it is around 27k polys. Nothing really, considering budget of modern games.
It's been some time since i posted anything so perhaps short video wouldn't hurt. Still has some visual bugs, sound glitches a lot, but it's something https://youtu.be/pvTeeKFbdgY
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Subbed.
Keep us posted.
EDIT: For some reasons, embedded video wouldn't play for some people so perhaps this link helps: https://www.youtube.com/watch?v=gtlincgUrCk
https://youtu.be/gtlincgUrCk
I assume the anims are placeholder, cause they look a bit wonky in places.
Have you played shadowrun returns? you should give it a try
I played Shadowrun, but sadly I don't have much patience for turn based combat. Somewhere in the middle of second turn I'll start telling myself: these enemies should be dead by now. But no, i have to go trough few more turns. Beautiful game, but gameplay style is not for me.
As for inspiration, it's all usual suspects: BR, Gits and so on. Plus realworld places like Hong Kong, some Chinese cities and so on.
This looks very promising.
Reminds me of a top down Contra, hopfully you plan to have large boss enemies that would be sweet.
Large boss is on my wish-list but since I am the one who makes things happen here... we'll see
@ snake85027
The variety is quite important to me as I prefer to avoid repeating elements if I can help it.
I have several tiles i combined into variable combinations, here a the ones I use most. i have more of them but I use them only when I remember I have them
As for the mesh and material.
Mesh is flat plane with texture tileable in all directions. The black lines you see are strips of polys that hover little bit above main surface and those strips have simple material with normal map showing panel gaps and other small detail. There is thread on this forum about star citizen technique. Basically same stuff except i avoid fancy blending lines into underlying surface, polys are just hovering above surface.
In the material i use texture mask to blend between two materials, that's where you can see those larger scratched areas.
Then you can see some of the panels darker than the others. In my material i have small section that takes my tint mask and it uses colours of that mask to tint the material. This is supported by unwrap that is divided into areas of the tint mask.
I myself am not sure if I make enough sense. Hopefully this image will add some clarification:
I hope that your project will be a multiplayer game ^^
What is the Plot behind your project?
@Crazy_pixel The plot mainly revolves around gang infested lower parts of vast megapolis and hero's quest to gtfo from there. There is obviously more to it than that but that's still very WIP.
https://youtu.be/AktC8GuDHcI
Next step - characters, weapons, fx. Wish me luck!
Few screenshots:
not sure if it fits your gameplay, but it would be really cool to see some crowds of people walking around in that environment.
I would suggest adding more props to the playable area, e.g trash cans, boxes, benches, food stands etc to add more flavour to the areas. You could use them to really clearly define what an area is and what happens in the area, such as putting a bunch of tables/stands to make a market.
I want civlians only in few areas. General idea is that these city levels are being 'slowly' abandoned by the authority and gangs are filling in so, first sign of trouble and anyone not willing to fight runs away. It ties to story and gameplay but that's way to early to even think about it.
i will definitely add some clutter there, some of it will be there just so player has something to demolish
I wish one day I can play your game. :-)
And one question, all these cables, seem like alot of geometry for a little visual payoff. Are these cylinders indeed or just something else?Do you have them as modular pieces or individual pieces?
Little bit too late I found out that there is a 'Cable' shader in unreal so the cables are just meshes with triangular profile. Polys facing up have same smoothgroup so cable looks more rounded than it really is.
I will look into that shader later, it seems very useful thing but i need to find out how expensive it is compared regular geo.
I think cables are quite important part of the scene as they provide parallax movement and help define vibe/feel of the environment.
Assets are in variety of groups ranging from single hanging cable to bundles of cables. There is quite high amount of cable in the scene shown bellow and in total it is around 27k polys. Nothing really, considering budget of modern games.
excellent work!
Still has some visual bugs, sound glitches a lot, but it's something
https://youtu.be/pvTeeKFbdgY
other then that its looking really cool, glad to see your still working on this.