Welcome to my Project: //Duality
I have always wanted to produce a game that was similar to the games I love. An immersive, engaging world and story similar to that of Final Fantasy VII and X, but also with an implemented action system like Metal Gear Solid, Devil May Cry and Dark Souls series.
I first started on the Main Character Concepts for this Project and their backstory of who they are which then helped me decide on a world and a temporary story line that fitted his role.
Happy with the designs I decided to start sculpting his Base mesh on Zbrush.
Then taking the base mesh in Marvelous Designer to add clothing to my mesh before I start the Hardsurface Modelling: Mask + Boots.
Sculpting the Hardsurfaces as well as details.
LowPoly the Character from 5.6million Quads into 32k Quads, the trench coat is going to be simulated in UE4 as to why it has a lot of poly's.
+ Added Visor under the mask that will glow in the dark.
Fully textured in Substance and rendered in Marmoset
Sword Design - Inspired by Final Fantasy VII Crisis Core SOLDIER Swords
Inspired by Renaissance, Milan Vittorio Emmanuele II
Created brands for different stores:+ Clothing store: Visani
+ Restaurant: La Griglia / The Grill
+ Jewellery: Chiara
+ Shoes: Cecilia
+ Make up + Beauty: Evekl
+ Women's Lingerie: Laura
+ Paintings on the wall along with broken glass and some light rays passing through.
Outdoor shops added:+ Cafe: Cafe Bella
+ Hotel: Room Mate Hotels - Aurora
+ Antiques: 21 Antiques
+ Clothing: Fresh Look
Scene where enemies will spawn along with a canal that leads to another area maybe?
Adding Mixmao Animations to my Character as well as some sword attacks via Blueprints and testing clothing physics for the coat.
+ Mixamo Walk Animation
+ Cloth Physics Applied
- Need to fix clipping of Coat physics
+ Mixamo Sword Attacks
+ Combo System > Can only do Attack 2 within certain amount of time during Attack 1, and same with Attack 3 with 2.
+ Equip and Unequip Weapon, automatically equips if you attack while its unequipped.
+ Camera shake during attacks, 3 having the most shake.
+ Paragon Countess FX added to sword trail and hit impact.
+ Mixamo Roll + Jump Animations
+ Can cancel attacks into roll
+ Mixamo upperbody animations
+ Air attacks can only happen when in the air
Video for better quality and sound effects before dissolve effect implementation can be found here:
https://vimeo.com/332941924+ Created dissolve effect for energy crystals when you destroy them, that give you points to level up abilities or buy items.
+ Sword Collision destroys Crystals only when performing attack moves
+ Small Crystal dissolves from 1 hit > Big Clustered Crystal takes 5-6 hits (the collision during 3rd attack sometimes misses and overlaps with the others)
+ Extra Camera Shake when colliding with Crystals
+ Destructible Mesh
+ AI System hurtbox + attack reaction implemented
+ Sword Collision entering AI's hurtbox
+ AI takes damage and plays Mixamo animation
+ When AI dies, dissolves into a particle effect provided by Paragon Countess FX
+ Behavior Tree + NavMeshBounds added
+ Characer takes damage
+ Character plays Mixamo Animation when taking damage
+ AI Attacks within a time range of 0.2 - 1.5 seconds once they reach player location
Video for better quality and sound effects can be found here:
https://vimeo.com/332941873+ AI Spawn system when entering TriggerBox
+ If inside NavMeshBound they will follow
+ If outside AI Sight they will roam within the NavMeshBound until we enter their sight
+ Plan to try add a Mixamo animation when they spawn instead of chasing straight away
More to come!
Please feel free to critique, advice, as well as post links, would love to hear your opinions.
Replies
Enemy sculpt - Alien infantry, common enemy, in mobs of 3 - 5.
Low Poly: 18k Quads
High: 2.7million Quads
Warframe + Prototype inspiration
+ Textured in Substance Painter
+ Rendered in Marmoset
+ Forearm weapon inspired by Predator's Wrist Blade
Might try new colour for different variation, or maybe depending on the area you are in
+ Enemy Spawn system with a cutscene introducing the enemy
- Need to fix transition from enemy turning to idle, bit of a accidental position lock
+ New UI with updated Health Bar, inspired by Devil May Cry 2 and 4