Hi Everyone.
Forecourse (A newly developed indie game company by
Michael Allar) and I have been working with UDK's mobile engine to release a iOS game app;
StuffIt.
StuffIt is a third-person horde wave shooter aimed for mobile devices. You play as a kid who used to abuse stuffed animals by ripping them apart and doing unmentionable things to their stuffings and now the stuffed animals have kidnapped you for revenge. As we all know, the only way for stuffed animals to get revenge is through
gladiatorial arena wave based combat. There are two arenas to choose from, one being nice and happy Candytown and the other being grim and hellish Deathville. To fight off these hordes and boss creatures of stuffed animals, there are five weapons at your disposal including the Marshmallow Machine Gun, Syrup Shotgun and more!
We've been in progress since Epic released their engine with iOS support so we took advantage of it and tried to be one of the first few indie groups without any help from epic (besides their engine) to make a UDK game app.
We recently had a breakthrough when UDK's January build had PhysX support and we decided to have rag dolls in our game. Doing so, we had tons of fun throwing the rag dolls of our stuffed animals around...so we made a free app (StuffIt: Playroom ) which is basically the prequel to StuffIt.
I wanted to share this with the polycount community because I know you guys just love UDK!
To learn more about our game, see videos, our ideas, some screen shots and even the weapons; check us out on http://www.indiedb.com/games/stuffit, moddb
or
http://itunes.apple.com/us/app/stuffit-playroom/id417131729?mt=8
If you would like to play our free app, go to the app store!
We have a pc version as well:
http://www.indiedb.com/games/stuffit/downloads/stuffit-playroomBe on the lookout for StuffIt, it will be released as soon as its done!
Feedback would be awesome, We'd love to hear what you guys think of our game!
Replies
It was difficult working with the mobile engine at first, it took me a couple days to get used to it. Its still basically the same engine, just doing the mobile materials are different.
One thing you really have to pay attention to is the frame rate (of course) but for iPhone/iPad/iPod you seriously need to be careful how much you add in.
You cant world build like you would in the regular udk engine, you have to attach alot of elements together instead of using instances.
The pro's and con's really depend on what kind of game your making,
for our game, pro's are we don't have to do any normals because the camera is too far away to notice any of that detail. if it were a first person game..we might need to make hp's.
cons are choosing how to do your materials..certain things can kill your frame rate...you cannot do opacity..that will 100% lag the device!
And i've mostly had problems with just getting the right groups of props in, you cant have too many or the device will call upon all of them, and their material...it just gets super laggy.
so alot of trail and error for sure! haha
a team mate tested it, and when theres alot of it, the frame rate drops to red.
No UDK for Android yet :P
@OP, What kind of polycount limitations did you stick to on your characters?
Trying to figure out the polycount budget for our game now..
Good job!