Code Name: Monster Slayer, Relative to Darkness is a game based on objectives, vendettas and intel to garner power and upgrades. Objectives, vendettas and intel decide the progression of maps in the campaign of five on five first person action. The game's ambience is that of an homage to the horror movie genres of American…
Here's an example from my own work. This is the exact same game level, just tweaking the camera angle and materials and color grading to get different "looks". It's actually a ton of fun doing this, because all the content is made already. It's just putting a fun spin on it all to come up with something nice to look at.…
Think about it, does a custom made AK-47 make your game better than using a canned AK-47 that looks virtually the same? And speedtree has been used for ages with great results for example. Coders use library code all the time, but when it comes to assets its like a holy grail and everyone has to make their own, and most…
Hi guys I cant find any examples of well known "dynamesh+polish (from "Deform" section)" pipeline maded with ZBrush Core. It looks like Dynamesh are the sme as in regular ZBrush, and "Deform" section are lask of, at least, "polish by groups" feature, but still have "polish". Also i cant find any info about "Polygroups"…
Yeah, but I heard something about a windows based version coming soon... Anyway, in order to get xcode working, you need to have a mac as well. It IS possible to code and publish for an iphone without a mac, but involves a shitload of workarounds. The easiest route to go would probably to find a coder and convince him of…
Hey Ghib about that bridge tool : after some messing around I discovered that the bridge *mode* behaves slightly differently than the the bridge *tool*. Iirc the bridge mode is more prone to create backfaces. Just so you know! I agree about the modes in need of being streamlined! I love how you can jump from create to…
Hi Folks, Got a shader creation question for the UDK shader gurus on here. I'm busy teaching myself UDK and as an experiment I've been trying to implement a shader in the UDK material editor that would give the illusion of the game world being curved. I found an example of a cylindrical world shader for Unity and tweaked…
Issue #1: You're making a text based adventure game that requires art This seems a bit odd to me, for an artist this sounds like a wonderful idea. You would have the ball in your court so to speak, you could write up all the story (it's easy to find writers), do all the art and have the game 90% done on your end then when…
C++ access. I doubt it means that we will get source code for engine. It means we will get access to all gameplay code as well as possibility to extend engine and editor via custom libraries and plugins, (for those who don't know GamePlay code in CryEngine is written in C++). LUA is just for scripting small things. If my…
Hi Adobe Designer gradient node comes with a great fast color picker. While Photoshop picker requires to pick tones one by one. How could I be as fast in Photoshop? (currently either using SD and copying over to PS either using Random them remapping colours)