#lounge
1 messages ยท Page 764 of 1
why stupid
my dad is extro am intro and we no like each other
real life story dude
Hi John! ๐
hi Interitus
my dads an introvert like me, we rarely talk. its great
xD
weird
my dad is forced introvert
as in forced by environment..
sitting on tv all time..
true
he called me autistic once
its over konkki
I don't think most people really understand the concept of introvert and extrovert.
introvert is programmer and has less frends
Birds fly, so do planes.. Doesnt mean that a plane is a bird too
Is he a bird? Is he a plane?
No, hes superman
Different people have a different level of social interaction that keeps them happy. So even a sever introvert could crave social interaction if his/her level of social interaction is below the expected amount.
An introvert can be a very good public speaker and never once get nervous talking to people, just he or she draws energy from alone time.
Where an extrovert can feel uncomfortable around people but still need that interaction to recharge his/her energy.
So if you're in the middle of those, would that be 'contentvert'?
remco is inttrovert but his child is extrovert
contentvert sounds like someone addicted to posting on social media
would be glad for easier. god c# is wicked painful to learn'
@molten shoal Going out on a limb here and going to say this might not be a great reason to switch to Unreal.
Has anyone done work with Relaxed Cone Step mapping?
If you are in between introvert and extrovert, that makes you a human...
Everyone is going to be on a sliding scale between those two. Most people will be closer to the middle than either extreme.
Sorry Ive only done Tense Dub Step mapping
Damn thats freakin cool
oh is this Gears tech
That game does run pretty well and looks amazing, chunky ass download though ๐
hi I'm a single dev thinking about making a game i was wondering what genre would have the most downloads / sales ex rpg mmorpg fps horror tps
Anything that's cyberpunk is probably pretty hot atm :p
yeah as a single dev you gotta be realistic about what you can achieve with a decent quality
of course if you have a lot of experience making games then you can probably do something more complicated too
ok thanks
lol
yeah I always find it a bit weird when people ask stuff like "what kind of game should I make"
I couldn't be bothered to work on some idea I'm not interested in lol
and frankly the chances are most ideas I'd get asking something like that would be pretty uninteresting to me
what was the ratio of horror games to other games in general though
if most are horror then it would make sense the popular ones would be horror as well :D
interesting
I'd guess good horror games probably are not so easy to make either
heh
I guess people like jump scares for some reason
I haven't really played horror games myself since it just doesn't really interest me but I saw a friend play Observer which was pretty cool
It's very fun to scare your friends with VR horror games.
It's quite immersive. You really should try it because it's really that scary.
Especially, if you like grab someone (your friend) during a jumpscare.
Even Subnautica in VR is like pretty scary.
Zombie pet collecting survival builder battleground
I found Subnautica mostly kind of awkward in VR because the VR support felt like it was quickly slapped on
The Forest and No Man's Sky with somewhat similar controls and feel did it 100x better
IIRC, it was something they promised early on and kept putting off.
I think the best example of how it felt poorly implemented was that it defaulted to VR mode with no option of turning it off
I think I had to edit the launch options or something to be able to play it without it going into VR...
My biggest complaint was that it took like 30 minutes for it to go to VR mode.
I was just messing in Gravity Sketch which is pretty fun
I have a couple of these VR design/drawing tools which I'm no good at using lol
Man tried packaging the quick game I made and it errors out and now I cant find how to make it log so I can debug :\ even debug game didnt seem to produce a log
Nope, I think its crashing before it generates one
Odd because it packages fine
I think you mistake what Im saying, the project packages fine. The packaged game crashes and I cant get it to produce a log
Yeah how I wrote it first time wasnt the best
Nope cant see anything there
Yeah it is cuz Im not doing anything out of the ordinary
Blackmagic Design URSA Mini Pro, the digital film camera with professional broadcast camera features and controls.
I want.
buy me one too
You know whats funny, we could already get these sorts of resolutions with high quality film ๐
To scan most of the detail on a 35mm photo, you'll need about 864 x 0.1, or 87 Megapixels.
I do not miss the days of developing film, then carefully cutting it to put into trays to feed into a scanner
Well maybe a little.
I remember doing film in design class, good fun but I hated it at the time
but pixels are two triangles ๐ฎ
trixels
Art and animation have been holding me back so instead of continuing to hope I find an artist to work with I'm about to dive into blender hardcore on an art style I think I can pull of on my own.
We should make Lounge Slackers: The Game
drinking game?
all the procrastinations
everytime karol says "eae", take a shot
The moral of the story is if you want to be pretty
yoy should do pretty things
what do you all think about this?
@zinc matrix ๐
Why is that
Yeah, lets not go down that rabbit hole. I can barely pretend to be a nice person on a good day. Today's not that day.
Best of Marilyn Manson: https://goo.gl/5Z3C5t
Subscribe here: https://goo.gl/iK9UwZ
Music video by Marilyn Manson performing The Beautiful People. (C) 1999 Nothing/Interscope Records
#MarilynManson #TheBeautifulPeople #Vevo
There's a cover I saw of this I frigging loved
Still one of their best songs.
hmm I meant to reduce complexity of this mesh, but I'm thinking by the way blender has locked up I may have done the opposite.
hmm half-life 3 in ue5. thats something.
Valve could make some extra dosh making it timed EGS exclusive ๐
lol
i got a question that's not rly unreal related, wat do
Hello.
just a technique for modelling
not sure what to do to make what i want happen in the best/quickest way
I know a thing or two. you can try maybe I know
modelling harley's baseball bat from arkham knight as a side project cos i just finished the game, but i'm not sure of the best way to create the grip
either through geometry or just texture it in substance?
it looks textured in the picture but i kinda wanna make it look as good as possible
textures. you can draw it on the height or normal map layer. If you want to practice modelling you can try modelling it.
do you think i could get it looking realistic enough in substance?
100%
i feel like i'd have a bad time modelling it, no idea where to start in max to do that tbh
I'll give that a shot then
Gonna have a fun time figuring out the best way to make the swirly pattern thing on the bat
any ideas how to make that happen, besides just a mask?
draw it by hand. maybe with the hold shift so it makes straight lines
i could probably draw it on the 2d space, that might make it easier for me
depends on the uv.
pray for me :p
no
D:
lol you are gonna make it
Should be pretty cool if I can pull it off
Where do I find that, just out of curiosity?
Which modelling app are you using?
3ds max
Bevel Profile is in the modifier stack
You need 2 Splines, one for the twisty wrap the other for the profile
If you want to make it lower poly you turn off the adaptive subdivisions on the splines and set the amount of iterations ๐
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Eae
does anyone know any decent or good tuts for making a games like sins of a solar empire or sword of the stars?
there aren't tutorials for making whole games
lol not looking for the whole game, there are tutorials for making shells or getting started with something but i cant find any for games like i mentioned youtube and everywhere is just overloaded with FPS, RPG, or horror and i cant find any for these types of games
What type of games are those?
Thats not that hard
Start with this short video https://youtu.be/_bYFu9mBnr4
This is everything you need to know to get started as a C++ Programming Software developer / Software engineer. We start off with the super basics and work our way to intermediate topics.
Special thank you to IBM Call for Code for supporting this video. They are doing great w...
lol bad way of describing it @zinc matrix , @sage tendon honestly im not too sure how to describe it they are strategy space sims imo the problem is space sim is such a broad genre these days
What specific things do you need to know?
and i highly doubt the 2 games i mentioned fall in the MMO category lol
is it rts with turns?
@sage tendon i've pretty much only worked on FPS, third person games and some city building/stratergy games but never tried something like this so there is a lot i need to know lol and im not quite sure where to begin, the first part is planet gen which i could probably figure out on my own to some degree because planets basically will just be stat holders, planet will generate with a random size, resource amount, climite types. but planets need to have linked "pathways" that the game will choose all planets need to be accissable somehow, so i'd probably use a flood fill algorithm there
@unborn schooner turn based
Sounds like a decent first step there
@zinc matrix i know i was memeing u and talking about my game
Documentation covering the Tower Defense Game.
i am pretty sure there is also a turn based template somewhere down in the documentation
i remember seeing it
research trees wont be difficult i believe might just take some time because of multiple races and each one having it's own tech, ship design is rudimentary as that is just setting certain stats to certain parts, combat is where it starts getting a bit tough esspecially with the ai doing their combat and building their bases and expanding
i think you're going too deep
just get the turn based movement to work first
lol
@unborn schooner i checked that template a long time ago dont think it will be too useful besides maybe some of the turrets parts but maybe there is something there that will help me and i just need a refresher, thanks
@unborn schooner combat is realtime though lol only "building" stage is turn based so implementing the turn based part isnt too rough
if you've played sword of the stars you'll understand perfectly what i'm going for lol sad part is that game never blew up as much as it should have
i have no idea what it is and i have no interests in such games anyway
it seems very complicated from what you're saying, good luck
RIGHY!!
@sage tendon i've pretty much only worked on FPS, third person games and some city building/stratergy games but never tried something like this so there is a lot i need to know lol and im not quite sure where to begin, the first part is planet gen which i could probably figure out on my own to some degree because planets basically will just be stat holders, planet will generate with a random size, resource amount, climite types. but planets need to have linked "pathways" that the game will choose all planets need to be accissable somehow, so i'd probably use a flood fill algorithm there
@zinc matrix
I think it would be better to start with core game mechanics and then add stuff that fills the universe
hahaha thanks
Also check this
https://youtu.be/lctXaT9pxA0
Trying to generate some simple little moons and planets to fly about and explore.
Inspired by the (incredible!) game Outer Wilds.
Project Files:
The files are currently available in early access to patrons of the channel (but will be made public end of July). If you'd like to...
He uses unity tho
@sage tendon yeah thats the plan only problem is the game has a lot going on at the core that i need to figure out its ganna be hard but might get me a job in the industry so totally worth it for an unemployed man
Thats shooting in the wild hoping to hit something
I think you are making things way too complicated from the start. Forget about procedural generation and research trees. Start by filling out a map with basic spheres and see if you can get a bunch of cubes navigating them in the way you described
Dont bet on 1 horse ๐
Also check this
https://youtu.be/lctXaT9pxA0
@sage tendon im actually watching that series lol i love Sebastian's work imo one of the best youtubes out there, tried reaching out to him too seeing as he's in the same country as me
Trying to generate some simple little moons and planets to fly about and explore.
Inspired by the (incredible!) game Outer Wilds.
Project Files:
The files are currently available in early access to patrons of the channel (but will be made public end of July). If you'd like to...
For the purpose of getting a job I would guess it's better to do something really small and polish that to the max, rather than undertaking a momental effort that potentially takes years to complete
I think you are making things way too complicated from the start. Forget about procedural generation and research trees. Start by filling out a map with basic spheres and see if you can get a bunch of cubes navigating them in the way you described
@cursive mulch the procedual gen is actually one of the simple parts for this game because the player never actually goes too any of the planets and you're kept looking at them from far so even spheres with textures corrisponding to say the temp stat is gooed enough for now, dont need thing like mountains or the like, if the planet is say a "lava planet" then it shouldnt have ice textures
Sure, but it's something you don't need to experiment with your gameplay loop, and it's something that can be easily added later. In general when I see people struggling, it's because they didn't break down the constituent parts of their game far enough.
For the purpose of getting a job I would guess it's better to do something really small and polish that to the max, rather than undertaking a momental effort that potentially takes years to complete
@cursive mulch im for now just focusing purely on fundamentals and functionality as i'll be pitching the game to a higher up studio and if they approve then we will be building up from this game so its like showing a super early demo to get them interested
Sure, but it's something you don't need to experiment with your gameplay loop, and it's something that can be easily added later. In general when I see people struggling, it's because they didn't break down the constituent parts of their game far enough.
@cursive mulch yep thats what programming gun reloading felt like to me
konkki is life
@zinc matrix my game is planet based and in space
Karol is drunk again...
no auto generated planets tho. but look it up War Nomad
sebastian laguna is great guy
but the proced gen planet seems too much work
i dont drink Mao
luckily im not doing terrain gen
say i want a level design position in the industry, i wouldnt really code anything i dont need
for sure i wouldnt have AI mantling and doing parkours in my levels
if you're starting this project thinking it'll land you a job offer, you're wrong
understand what your game will be, break it down into simple steps you can tackle one at the time and build from there
EAEAEAEAE
It all sort of depends on what your goal is.
You can also have secondary goals in a project, so maybe your project isn't 100% focused on this secondary goal, but it is something you hope to achieve by the end.
I'm not interested in your goal, Karol.
You are just being a troll and making a mockery of real game designers. I don't understand why you waste your time here on this Discord.
You don't appreciate game design and you don't even use Unreal. You just come here to be rude to people and not talk about any of the topics this Discord exists to discuss.
true
but you know Mao
life is not juzt about topics
and unreal
also i made big game by myself, I doubt you did
I don't talk about Unreal most of the time I am on here. You don't have to just only talk about Unreal to be part of this Discord. But you just want to mock game designers in a place full of game designers.
I have made 5 proof of concept prototypes of similar size and unfinished nature as your 'game' over the years.
The only difference is I understand that they are prototypes and don't brag about them like they are finished games.
do gamejams count as prototypes?
got a row of planets generating so far
That all has to do with how far your team got during GameJam. If it is a playable prototype then it is a playable prototype.
GameJam certainly wouldn't disqualify it.
i'd call gamejam games a game lol
Oooo, Qix Mix has a new video up. Looks interesting.
In this video, Galen Davis will show you how to texture Megascans assets using Mixer to bring life to this stylized scene. Environment by Quixelโs Jack McKelvie.
Download Mixer 2020 for FREE: https://bit.ly/2OwIsuY
Music credit: Meydรคn - Insignifiant
Whether something was made at GameJam or not wouldn't fall into the equation of what I label it.
I would still look at the same criteria as any other project.
I have made 5 proof of concept prototypes of similar size and unfinished nature as your 'game' over the years.
The only difference is I understand that they are prototypes and don't brag about them like they are finished games.
but you know its not a concept prototype and legit game and just trying to lower its perceived value out of envy and copeing
Can you explain to me in detail what you mean by cope?
Seriously, explain to me what you mean by that word.
i go eat
i wouldnt even waste my time with this attitude no offense cause this sounds like someone who is motivated by money not passionate about game dev
He just likes to troll people, he has been doing it for literally years on this same Discord...
for years? thank gosh i always miss him then tho i feel if its been going for so long he should be banned
Even when you ignore him and don't respond he will constantly @ you and make troll comments to everything you say, and the moderators on here don't do anything about it.
imagine having that much of a sad life
Anyways, this new Qix Mix video is pretty cool. It kind of answers a lot of the misconceptions most people have about Megascans and Quixel.
dont even know what that is lol
and here I am trying to contain my excitement couz I feel I'm literally going to burst any second
I don't think I can feel excitement.
@jade dagger about?
What do part of game design are you interested in, Mr. DeathMoon?
If you are doing any sort of environment art you might want to know about Megascans, it is a very useful library for a lot of people doing environment art and not having a team to make every asset from scratch.
It can save a lot of time.
MegaGrants are cool.
i'm a programmer all the way im not a good/talented art designer by any means but i do it beautiful what people can who are god with it can make, but i've only ever worked alone so i gotta do it all basically lol
Well, if you are a programmer who isn't going to build 3d assets, but you are working alone and need to build a 3d environment, then I think Megascans are perfect for you.
And no, I am not trying to sell you something, because they are free to anyone using Unreal.
You can just go into the Megascans library, find the things you need, and throw them into your project.
hahaha lol love the sales part, it would probably help a hell of a lot, i got quite a bit of markplace stuff but i never use it because i dont use uncapped wifi so basically forced to make everything i need
i came at it from the opposite direction. I was originally an artist and picked up coding about a year ago
Well, Megascans are huge to download, so you are basically screwed.
I just bullshit my way through blueprints and hope the duct tape holds up.
yeah lol im screwed on nearly all content, if its even 500mb i look at it like ouch too much
@jade dagger and which do you prefer
@jade dagger i've legit probably only rigged 10 things in my life
my perspective on the entire game dev pipeline changed so much since I started coding. Even when I do art now. it's like baby-wheels are gone
after a weird UE problem i got my planets to assign its colour based off of its temp
I haven't rigged anything since 2011 and hopefully I never will again.
Don't mistake choices with luck.
what's so bad with rigging? D:
I used to like rigging, but then the technology changed and I wasn't about to waste my time re-learning it all again when I had 15 other things I would rather be doing.
Had to make a choice. Do I want to make games, or do I want to make animations for someone else's games... And I chose making games.
and i hope you made the choice that makes you happy
was similar choice on my end too, except I still need to do animations even for my own game
It is 2020, I just use default rigs and marketplace animations.
fair point lol should work for most things
I'm not saying it is the best solution, but as a solo dev those are the compromises I have to make.
what if you're doing ultra stylized characters ๐
Doing ultra stylized characters is a choice in the design process. When I am deciding on what direction to take my project I have to weigh what is at my disposal and the cost of certain decisions.
If something is so proportionally stylized that the Unreal default rig doesn't work, then that means a hell of a lot more work for me.
If I want to make characters that look photo-realistic then if my animations are lackluster things will look off and create an uncanny valley effect.
So I narrowed down my choice to be something in the middle.
Because every minute I spend on animation and rigging is a minute I can't spend on deepening my dialogue system or creating fitting music for the mood of a scene or making stylized particle effects and post process effects to help create the overall experience I am looking for.
Everything is choices and compromise.
Those choices will be different for each person based on his/her skills, passions, and goals for the project.
What works for my project probably won't work for yours.
well for me its like this. I'm not gonna have all this skillset at creating art and animations and not take full advantage of it
Figuring out how to best make use of the assets and skills at your disposal to make a final product is the real key to the design process.
There is no universal answer.
got grids of planets spawning now
Anyone playing Halo 3?
yea
Did you do that? Looks really good. Though, maybe the feet are a bit flat?
the shoulders look like they're really far back
KONKKI
EAE
why not test with female then
i bet u like to look at men
oh ok
konkki
they caled me a pirate and my game an asset flip
LMAO some people are fierce and envious
like
i got shitted on for irrelevant things like unity logo
and other nuances
insstead of commenting the gameplay. Also thats not an asset flip. Lol
lol
nah
yeah
they dont want u to have succcess
and will say ur product is bad
but wont say why
although usually i get constructive criticism, this one guy said so much of irreleavnt stuff
incredible
yes
he said its shit game becus of that reason
Your game is certainly not an asset flip and you are certainly not a pirate, Kaorl.
There is enough real things to call you out on without having to lie.
I have lots of different mannequins in my game right now. I won't put real characters in until almost the end.
exactly Mao san
Maybe you need a mannequin for your game, Karol...
I also have a fluffy mannequin from one of the free marketplace assets.
maybe it's my style but i don't really understand "prototyping" with "prototyping assets"
like
you could make your game on the fly
that's the fun way
prototyping with semi-final character models
dude thats nssfw
shes naked eaea
BUUBZ
bro
๐
I guess if you are just a hobbyist that's a totally fine way to make a game. If you are just doing it as a hobby having fun is what matters even if it isn't the most optimal way to get results.
Optical dw he calls every game other than his an concept prototype
i mean like,
hes just copeing
he called my game a concept prototype
My game is certainly a concept prototype.
even if you're doing gamedev as your job
what's the difference between a concept prototype and prototype ??
as long as you have the control for your project, you could go on hybrid mode in between prototyping and finishing
making characters and other "important IP assets" on the fly
A proof of concept prototype is just more specific language about the usage of the prototype.
It is a prototype to show that the concept of your gameplay loop works. This is what most prototypes are.
intuitive and efficient
unless you're doing a "tech prototype"
that's not related to the game's story and such
You can prototype pretty much anything if you wanted to.
tfw you realize that finished games are just wellmade prototypes
also idk about John's game, i need to see about that
war nomad io
if u wanna try
is that a webgame?
sounds io asfuck
yes but will be
download
too
what is it about
or
can you dm me the link real quick
lol okay 5 seconds in and that Unity logo
the background graphics of the main menu screen looks like a bunch of assets randomly placed although i'm assuming that the image is pre-rendered
terrible aliasing
when i hit Login or Register
Server Offline
[crash or update, refresh in 10min or hit me on Discord]
Karol's game is a decent start to making something cool. He has gotten further than a lot of people self learning Unity never get to. So I don't at all deny that he has made an accomplishment.
People roast him however because he keeps talking shit to people and looking down on other people because he thinks he has 'published' a videogame where other people have not. Though most of the people he is talking to have done dozens of similar game mechanic tests with the level of polish in Karol's project.
now i get why Mao's calling it a "concept prototype"
like fr
it has nothing but invisible concepts
and you can't even play
jfl
There is nothing wrong with accepting the fact that you are new and that your project is still clearly in development.
People would be supportive of Karol's efforts if he didn't constantly talk shit to people.
^
i never talk shit
We all start somewhere, we are all working on things that aren't polished yet, there is nothing wrong with that.
Also, you never explained to me what you mean by, 'cope', Karol.
I am just trying to determine whether or not you are trying to insult me by constantly saying I am 'coping'.
Just trying to determine whether the 50+ times you have said that to me is against the rules of this Discord server and is considered harassment.
But the second you stop disrespecting the art of game development is the second I will start talking to you like an adult. I don't hold grudges.
why not
Ain't nobody got time for that.
If you take my money or mess with my car I will hold a grudge. But beyond that I can't be bothered to care.
K O N K K I
Hmm, just upgraded to Win10 from Win7. Went surprisingly smooth. Would recommend to anyone still on Win7. Win7 is better, though.
I'd like to upgrade but my hardware is too old I think
I don't think that should you hold you back.
Are you worried that Win10 is more demanding?
Because Win10 runs on shitty mini-PCs (albeit really poorly), but still, those are like 1.3GHz on a single core.
Hi all, I play a racing game built on UE4 4.22. I have some rendersettings in the engine.ini which work nice and makes the game look better beyond their Epic Settings, however I can't get foliage.LODDistanceScale or r.Shadow.DistanceScale to work. The only way is to launch Uuuclient everytime and use the console. I've also tried adding then in scalability.ini but again ignored, however when I check the logs they accept them but the game when running is using the original settings. Is there anything else I could try? Thanks.
You should try #ue4-general.
@rigid shoal I thought older hardware couldnt physically run win10? My system is 10+ yrs old
in any case, I'm not gonna risk breaking things, I'll upgrade when I build a new machine
I'm not aware of that, but you should probably do things quickly, if possible. I only upgraded because I got worried about the lack of security updates.
I'm unemployed right now, so upgrades arent gonna happen anytime soon
naw. sorry.
I have a Windows 7 PC that is retired, but I keep it just for nostalgia.
1st generation i7.
No.
yes
Do people like those features? I've never played a game with stuff like that.
I just recalculated everything to adjust for my job change and the time I lost during corona-virus quarantine and being without my computer. It doesn't look like I am going to be releasing my game until Christmas season of 2021... Sigh...
It is difficult for me to calculate totally accurately though, as I don't know if I will be able to travel for Chinese New Years.
Christmas 2021 isn't actually that far off, though. If it makes you feel better.
If I can't travel for Chinese New Years that means I can get a lot of work done.
But if I can travel I will get less work done.
I thought I could release end of this year, but I'm on a hiatus that put me back at least a year. So I'm in a similar situation. Actually feels sad man.
whats the point of releasing a game if no one knows about it mao
its just as good as not releasing
you would have to start building community year earlier
Basically Joe Biden will be just taking office weeks before Chinese New Year, so I'm just going to assume that the US is still going to be Corona-Virus central and nobody will fly there.
Don't think 2 weeks is enough to fix the Corona.
If nobody buys my game I will still have plenty of money, because I have a job.
I spent last night looking at immigration requirements for New Zealand.
I have a budget of both time and money set aside in my release plan.
you gonna join New Blood? lol
Can't go there right now, Mr. Slivinski. They have totally shut out the outside world for good reason.
NZ requirements are probably super tough.
not too bad.
But not as clear as the erepreneur ones for most of the Canadian providences.
I don't think the requirements are all that tough in non-Corona times. But people with US Passports are kind of a cancer to the rest of the world right now, and it is going to be that way well past January 20th, 2021.
Yeah
You're leaving the US for NZ? Any particular reason why NZ?
Business, trade, and security between nations is built on trust and trust in stability
You can probably go to Brazil or Sweden. I think they are down with the Corona there.
The foundations for that have been obliterated.
Yeah there's constant concern about the swedish border here atm :P
Ronald Reagan would be throwing a tantrum right now if he could see how the rest of the world views the United States.
Teddy Roosevelt would have literally taken over the government in a coup by now. But they don't make people like him anymore.
For March, April, and May I am not going to do any work in Unreal at all. The only reason I will open up Unreal will be to view what my 3d models look like in engine.
๐ฎ
I am going to turn into a 100% Zbrush artist for those 3 months, and only work in programs that help me create the best 3d models for my characters and environmental assets.
I'm going to try Marvelous Designer. Going to do Substance Painter as well, because that just works well with making Zbrush characters.
So the goal is to have everything playable but in a rough state by the end of February.
So the mechanics will be in place, you should be able to play through the whole game from start to finish, just without voice acting, the characters will be mannequins, there will be placeholder buildings and such. No post process or fancy particles.
But by the end of February everything should be playable.
No they won't.
Mine is "playable" but theres not a lot of content yet, and a few areas that need a lot of work still
such as what I'm staring at right now, damage reduction/armor calculations. The magic system needs a do-over too
The core of mine is done, but no art.
I plan to have the whole game, start to finish, all the content, playable by the end of February.
Not the pretty stuff, but the gameplay stuff and the dialogue (not voice acted) stuff and all of the things that make the game work but not look pretty.
June, July, and August of next year will be the time to polish everything up.
yeah most of my core is done. I just have to make the dungeons/levels, and characters... assets...
I like that approach, where you do the core stuff and then the art.
Though, the only problem with that is your marketing content comes later (when the art is implemented).
Well, Mr. Floss, there is a difference between pre-production art and production art.
I've got a good start on my art, cause i hit a brain-wall and needed something non programming to work on
I do all the pre-production art in pre-production... Because it is pre-production art.
If they game is already finished when you start doing pre-production art, then you messed up.
What constitutes pre-production art?
But most of the production art, specifically the Zbrush stuff, will come after the game is already playable and I have sent it to people to playtest.
I've just been using mannequins-esque and generic animations.
Concept art and the kind of illustrations and stuff you use for marketing.
Oh. I've had to delay even just the general art style because I haven't learned any art stuff.
I have literally no idea what quality of art I can support.
Well, that's generally not a good thing... But I am sure you can figure it out.
But I wouldn't do that next time...
Yeah, it's just because it's my first time. I just pay for it in time. But the art stuff is REALLY hard.
Honest question, not trying to be rude, but did anyone ever teach you what pre-production is?
No, not at all.
I am writing HOLY CODE right now TRUSST ME guys
I see a lot of people who learn the tools of game design from the internet, which is great. But a lot of them never had anyone explain to them the details of the process.
Though a lot of us just learned this stuff the hard way through dozens of failed projects...
i learned...
from God....
he put knowledge in me
and said
Make Great Game, John
and so I did
and I am waiting till he again speack to me
I just wanted to figure out functionality (including performance) first before the art stuff.
That's how I've always done it with other software stuff.
Generally in a game studio pre-production is before you bring on the big team. You have the top guys from the art, design, programing, and other teams and you basically set out the plan for the game.
That's when the concept artists are deciding on who should be the main character, what does the character look like, do we want to fight robots or zombies? How does this boss look? Do we want a snow level? How about a volcano level?
That's when the designers are choosing what kind of mechanics they want and what kind of UI or inventories are needed and what the challenges and puzzles might be.
Not really sure what programmers do during that time, as I don't really code unless I absolutely must... But I am sure they are doing something important.
If you look at a game like Anthem, it was basically in pre-production for 7 years, then they rushed it out the door in 6 months...
Pre-production can be absolute hell if there isn't someone who just makes a decision and goes with it.
I've worked on several games that dies in pre-production... it sucks...
Oh, I do have a general concept/theme, just not incredibly detailed and nothing remotely technical.
And I wanted to keep things somewhat flexible just in case something else came out on the market similar to mine.
A game like Bioshock Infinite or the original Borderlands went back and totally nuked their pre-production art late in the project. So it is never set in stone.
Yeah, I would be afraid of doing something like that. I don't have the resources to just scrap things.
Well, as a small developer I would hope you aren't investing too much time or money into concept art...
It is a little different with a AAA title like Bioshock.
Nah, all my non-marketing resources would just be for all the technical stuff that I simply lack the talent and detailed knowledge to do.
Generally as a 3d artist you have what is called an 'Art Target' which is one 3d model completed in the style that you want everything else in the game to meet the quality of.
So then the other 3d artists during production can look at that and know what the goal is.
I will keep note of that. But yeah, that's definitely what I have been post-poning.
How much art you need is going to depend on how exactly you plan on marketing your game.
I don't need very much promo specific material.
When you are a solo dev, the processes of a studio don't all need to be followed. I was just letting you know what I have learned from experience as the norm. It is a good point of reference at least.
Yeah, it's really good to know. Thanks. Creating an "art target" will probably be top priority when I get back.
My big concern is having the game ready for the voice acting to be recorded as early as possible.
I don't want the development time to be pushed out because I am waiting for voice actors to get their work sent to me.
So I am hoping to have the core of the game ready to be sent to testers and ready for the voice actors to record.
Then I can send that work out to my voice actors and testers while I am busy Zbrushing.
The final game with all the polish should be done by August. That is when I will have the final beta testing and be doing marketing and other stuff.
Tree.
success
Well I mean I was going for a dog, but it's recognizable as an object so I'll take it.
It is an object, I cannot deny that.
hi bros if you would like to look at stride engine its an amazing engine with a very beautiful shader its MIT open source and using only c# in developing and the source code its self has about 90% c#
@cedar tapir why you spam your engine in your competitors' discords
you break autism meter bud
nothing look by your self
hi @cedar tapir please don't post discord links in this server
hi @cedar tapir please don't post discord links in this server
@tall plume ok
read our #old-rules
@tall plume @zinc matrix sorry for disturbing you guys๐ค
They really need to put some distance between those note and direct message boxes. One of these days I'm going to get myself in trouble.
I dislike that blender seems to be missing a lot of things. Radial symmetry is a big one
I wish Modo had wider adoption. I really like it's setup.
That's a hacky work around that in no way offers the same functionality.
I'm just going to commit to Houdini and pay for a year. I can create some procedural generation tools for UE at the same time.
I waste too much time switching between trials on things. They can all get you there one or another. Houdini is probably more suited to how I approach things, especially since procedural generation is one of my favorite things.
Since I only do 3d modeling for a small portion of my development process, I think I'll just do the monthly thing for 3 months and then get rid of the programs that I don't own a perpetual license for.
I think my Zbrush perpetual license is good forever though, so I might not have to worry about that one. I'm going to try Marvelous Designer though.
I wonder how long until you can tell an AI what kind of model you want and it'll make one for you
I saw a GPT3 based thing on twitter which produced legal texts based on simple prompts
Would probably be easier to just model it than to try to explain in words what you want to an AI or a person...
well I mean if you said "I want a car"
then you can give it more information to sort of refine the result
Yeah I'd buy a perpetual Zbrush in a heartbeat if I had the budget for it
this is how a lot of those types of generative AI models work
Most of the process of being a game artist is making the right decisions.
I got my Zbrush license almost a decade ago...
they can actually get surprisingly good results by prompting for refining information
I bought a plugin for blender for rigging a long time ago. Auto Rig pro makes it fairly simple.
It is helpful though to know how to do it from scratch first.
rigs confuse the shit out of me in Blender
every time I've looked at a model with rigs it always flips the UI into some totally mad configuration
lol
Auto Rig Pro uses sort of a proxy rig and creates an IK/FK rig for animating. You can then export it as a standard skeletal mesh and skeletal animations
I haven't used rigify in a while but last I compared Auto Rig pro was a lot more advanced and had more options for non bi-peds or things with non humanoid appendages
and facial rigs
cool, I don't use them much. I'd rather use morph targets and blend them for facial stuff.
Probably not the best way, but easier for me conceptually
it looks like Houdini has made some progress with animation and rigging
Yeah, I'm making a zeldaish type thing. I want to try and create most of the assets myself
In a lot of projects since moving from 2d to 3d, animation and modeling has been the big bottle neck and I've had no luck finding an artist to work with.
I like using morph targets because I can control facial expressions by blending a few floats.
It's probably because I have a stronger background in code
no idea how most people do it
That's the kind of stuff I am going to put off worrying about until the very end of my development cycle...
Yeah, I keep alot of stuff like that in mind and just make sure there's stubs or something so it's easy to do later
Did I tell you that my new release date is going to be Christmas season of 2021, Mr. Slivinski?
Idk, but I skimmed some of the scroll
I am not even 3d modeling stuff until March.
I'm trying to do more boxing out and less worrying about final look at first
I had to readjust all my estimates based on life changes as a result of the Corona. So I set all my goals for new dates and set my expected work hours and stuff.
I did the terrain first on my project, and am now filling the terrain with grey boxes and placeholder content.
I plan to have my game fully functional, but with placeholder buildings and mannequin characters and no voice acting by February.
I still have tons of writing and music and terrain stuff to do if I get sick of building user interfaces and game mechanics and inventories.
I have the terrain imported into Unreal, but I am still editing it as a greybox out my compositions, and I still need to work on the trees and foliage and terrain textures and all sorts of stuff.
But I won't touch 3d modeling.
i have a question here guys can i make my game have multiple api's for example switching from dx11 to vulkan or opengl
in the same game
Seems like everything's back up and running.
@north torrent What kind of game are you working on again?
Mine is a 1-2 hour narrative based game that focuses on interactive dialogue and investigating environments.
It is very small because my focus is on quality over quantity.
you seems back
@cedar tapir make players pay for better api
shit, Discord is down guys, warn everybody...
europeans it work
don't lie, article says it's down, so IT IS down
so how you are able to chat then
Anyone mind telling me how I use the bot to post a job down in #looking-for-talent?
@tall plume Sorry to ping you, just figured you would know how the bot works.
ah, thank you
Imagine hacking cloudflare and turning it into a bitcoin scam
Half of the fucking internet probably runs on their shit nowadays
We can rebuild a better world without things like Twitter.
Needs more meatballs
lol
@zinc matrix its more like world uses their DNS
Cus then site in afgan loads faster
If ur host is in poland and their data center is closer to afgan
I don't know
no i deleted sorry
ik
wrong server
Whats wrong?
cloudflare basically runs half the internet in the world yes
millions of websites are using their services
Did their lava lamps break?
@zinc matrix
what
Why u say this
wrong server
and its funny
nope
huh
yall are offended i see
ok
That's a ban needed if I ever saw one.
Parents shouldn't give 5 year olds unfettered access to discord
I'm offended that you would rank 12 year olds in with that. My 8 year old is more mature than that.
A little unsure I'm maybe not giving 5 year olds enough credit in my own statement
Can I painlessly switch from Houdini Apprentice to Indie? I'm thinking I want to try it out a bit again before paying for the year.
Someone post this in another server
I was looking at why Discord refuses to support just completely hiding ignored users
Like, if you ignore someone, it'll still pop up those little messages saying they posted something
and their excuse is apparently that it would mess up the read notifications if they hid the messages? Like.. what? That makes no sense whatsoever lol
it's so you don't get confused by other people responding to the deleted messages thinking it's directed at you
That's just another cop out :P
IRC clients and other IM platforms have had ignoring users for a long time
where it just completely hides their messages
I guess it could be a problem for beginners who aren't used to following conversations where multiple separate ones might be mixed into the channel
Man this crash really has be stumped, it'd help if it actually logged something
Any gems in the flash sale?
This Vector Field Collection looks good value
Oh major self inflicted wound. Don't use a faded out thumbnail for market assets, it makes it look like it's already in your library
A lot of people seem to be getting some mileage out of a substance subscription.
Just found two packs I really like that apparently have been on the market for a year and I've somehow never seen them.
All right rig is cheap now if anyone was looking at getting it
@pearl elk Yeah, I'll buy it at that price even if just to tear it apart and look through it.
I like that
I think this might be the best deal though: https://www.unrealengine.com/marketplace/en-US/product/dungeon-architect
Maybe this too https://www.unrealengine.com/marketplace/en-US/product/logic-driver-state-machine-blueprint-editor
Yeah I saw that one but I have other FSM machine ones I bought I havent even used yet lol
It does feel like something I'd buy and maybe never use.
I'd probably get use out of the Dungeon thing though
It's so weird that both Unity and Unreal have a state machine built in
but for both it's locked to a very specific purpose relating to animation...
:P
Yeah this is why Im really hoping UE5 will allow for some more generic uses of things, I understand wanting rubust systems but at the same time you need to create your own systems
I almost never end up using things like that from the market. I find it's more work to integrate them most of the time than it is to just build it. But I really like seeing how other people have approached things.
I have a few from the market that are relatively easy to integrate, once Ive integrated em once I tend to have a version which is more generic and reusable anyway
Weapon Component and ALS I use together quite often
90% of marketplace assets I have I use to learn from and end up making my own version of it because otherwise it wouldn't function in my particular project.
The things moved to done on the 4.26 Trello reads like a wish list
Chaos powered ragdolls
Arkit sdk 3.5
water as engine feature
...
imma tear my hair out if i cant open this one project file
I'm really curious about a few of these. Like Blueprint refactoring tools.
@plucky pagoda Have you seen any of the Unreal Fest talks yet? There's one that shows the water tools in detail.
Oh man, didn't even think of that . I was just looking through the Youtube channel to see if there was anything
Thanks
The water tools look impressive to me. Water body actors with customizable velocity, depth, fluid sim and interactivity.
Yeah, I read the description on the Trello card and was hyped
I have it set to sms me when things get moved to done and it went off for a solid 20 minutes today
how does one open a unreal project that has been extracted from a pak witch also contains all the content and plugins where do i put the files?
Haha, nice. ๐
Maybe not 20 minutes but felt like it
Yeah, it portends good things.
Yeah.
Blueprint refactoring tools. Hm...
Yeah, the description of that one sounds promising
Easier to move stuff between blueprints
It's pretty vague, as most of these are.
Ok, the building worlds in fortnite ? is that the one?
Yep. That's got the water tools and other 4.26 goodies.
cool
Very good talk from Ryan Brucks.
Also, even though the next-gen talk said UE5, Ryan says in that talk that they're switching to the file-per-actor system in 4.26. ๐ค
Not sure which one is correct.
Maybe it will be experimental in 4.26.
Basically, they're moving to a system where each actor in a level is a separate file, to make collaboration and version control easier.
So you no longer check out an entire level; you just check out individual actors in that level. ๐
Oh, ok that makes more sense
It sounds crazy cool, and will probably inspire very different workflows. We've been working with the file-per-level model for so many years.
So it's an editor thing not something that effects a packaged game
Correct.
Yeah, I was confused about that, seemed like a deoptimization
For me, it's one of the new features I'm most excited about.
If I worked with others I probably would be too
I do that now just to keep it managable
To minimize the chance that someone will need to edit a level that's already checked out by someone else.
Like MyLevel_Geo, MyLevel_Lighting, MyLevel_Gameplay, etc.
Yeah, shooter game or something was setup like that and I liked it so started doing the same
Definitely makes it easier to manage levels.
But the new system sounds super promising. I've been thinking about what a file-per-actor workflow would be like.
It sounds pretty freeing
Indeed. Especially coupled with the new grid-based system that's coming in UE5.
Haven't heard about that
I'm way behind on stuff. Just now looking at virtual textures
That Fortnite talk actually goes over the grid-based level system, too.
He even shows a debug view that illustrates how it works.
Cool, the name sounds like something I'd like
Imagine your large levels being split up into grid cells that are automatically managed for you.
I've been killing myself to learn as much as possible the past 2 years and I'm ready to get back to making it fun again
Nice.
Like managing loading actors or enabling lights
For example: moving an object between cells would automatically change the level it lives in, so you don't have to worry about it.
Yeah. It's easy to accidentally leave objects in the wrong level, especially when copying en masse.
Thankfully there are some really good UX improvements that help mitigate that now, but it's still possible to mess up.
As an example I have things like torches that have every few ticks a change in intensity or color so managing those so they stop ticking when the player isn't in an area can be tedious when you have to do it with a whole bunch of different things. Am I understanding right that the grid based will make that easier?
So you'd need a procedural material with this splines on the landscape?
Re: the torches, I don't think so since that's a game logic thing, but I could be wrong. The grid system is more about automatically managing level streaming for you.
If it works like World Comp lods it might. If you can stream in based on distance
Everything I know about the way water body materials will work is in that talk you're watching, and I don't remember him saying much. Maybe in the Q&A afterwards. He answers quite a few.
The grid system I'm talking about is a successor to World Comp.
ok, yeah setting up LODs in World Comp is a pain right now
And apparently it will automatically generate HLODs and imposters.
Yeah, ok I'm hyped right there
Which sounds bonkers to me.
That's a major pita right now
Yeah, seems like a ton of work.
When you get to even just 10*10 it's 100 levels to have to setup lods for
some of my maps are like 64x64
Although I'm thinking it's no longer the way to go going full procedural seems to make more sense more and more
I mean generating in UE rather than in somthing like World machine and importing
Wow, this river tool is nice
Oh, volumetric materials.
I want 4.26 yesterday
I see these being used in so many other ways than just clouds
Today will be yesterday tomorrow...
Time is a construct limited by eternity.
Brought to you by word salads that might sound intelligent for a half second
I'm making a spreadsheet...
I wonder if I can use my flight simulator controls to make a spreadsheet...
Yeah damn, this grid system looks like it fixes some of my biggest issues with world comp.
What percentage of game characters do you think wear glasses?
I'm a bit underwhelmed by the switch.
i have existential issue. how do you stop players from logging off in 5minutes since join
The physical engineering of it is really well done, even if a bit fragile. The OS is really well thought out even if it may not feel that way, if you play animal crossing you can see them experimenting with being able to control the OS settings in game, like swapping p1 p2 controllers without needing to suspend the game, and creating and switching to a WLAN for local play just by talking to a character. Some games on there like monolith softs xenoblade 2 are pretty impressive especially in hand held mode given itโs just a Nvidia Tegra x1 mobile chip
Huge open world game
File per actor might sound ineffcient in ways but its super optimised if you think its only sending those changed files over a network when using collaborative tools
Saves having to diff a big file just for a single transform change for example
Oh my god Iโm so dumb I only read the first line I thought you meant Nintendo switch I see scrolling up you mean the switch to per file actor hahaha continue to ignore me
The next Nintendo console is gonna be called The If, you think youre confused now
Debugging my context switch switch on the switch
bad name
its too confusing and complex and philosophic
masses like simple rememberable short names
@thorny dock no, I was talking about the Nintendo. Just bought one, and I'm not impressed. It's great as a mobile device but not even mediocre as a console.
I'm dieing to see Nintendo stop trying to find a gimmick and just release a decent dedicated console.
I think there's a huge market out there that really wants to see a next gen console with Mario, Kirby, Pokemon et al...
Is the Switch more powerful than your phone?
guys
can i make a stylized game on ue4
cuz i was planning to go for a realistic one but i realized that is too mentally taxing
<@&213101288538374145> umm, not often I do this
maybe mons was just lonely?
E
guys
can i make a stylized game on ue4
cuz i was planning to go for a realistic one but i realized that is too mentally taxing
stylized
Yup thats correct @slow gyro
What is with people pushing e like its the button to open chat, are these bots?
e
Yeah who does that
what monso
LMAO
he did thing i did
we are too computerized
for this world
weird
just saw this outside the tencent building, kinda wanna make an iridescent shader now
yeah, this car doesnt even have a license plat, the super rich dont even need them here, kinda crazy
this is the only tutorial I've found, idk if there is a better version now since they added RT functions and car clearcoat shaders
E
Dont use Unity
fuck unity
ngl idk why theyre tryna make an effort trying to catch up to ue4 graphically
its an impossible tas
*task
In my opinion, the best thing that Unity can do right now is to start their own game studio.
fuck unreal
ngl idk why theyre tryna make an effort trying to catch up to reality graphically
its an impossible tas
*task
esp if ur rep has been ruined by shitty off brand games
fuck unreal
ngl idk why theyre tryna make an effort trying to catch up to reality graphically
its an impossible tas
*task
@jovial talon lmao
Im using the new Decima myself ๐
For me, where Unity suffers is because they don't eat their own dog food.
For me, where Unity suffers is because they don't eat their own dog food.
@proven thorn lmao
?
Northlight, Snowdrop, ID Tech... all the things
But yeah have to agree, Unity need to battle test their own shit
I have been told by many of my friends that work with Frostbite, that its toolset is a nightmare.
Photogrammetry can make any engine look half decent
just look at Unity for example ๐ฎ
Half the time, it's hard to know if and when Crytek are going to go bankrupt.
when frostbite become godlike in vnext
Naughty Dog's technology is pretty awesome from what I've been told.
amen
Godot might buy Crytek hehehe
godot? crytek? impossible lmao
although cryengine is getting a few prospects these day
Monso could by gobot
*days
Godot could buy monso
they still have enough money from the 2004 far cry deal XD
Last of Us 2 is amazing, it runs fantastic on the PS4, fair bit of dithering trickery but it works
far cry wouldve been a lot better under cryteks supervision
the tipping point cinematic from ubisoft was made with blender and have drawn nostrils
Does anybody know if something has happened in the industry? I've just had a flood of resumes appear in my inbox.
Farcry 6 cinematic was probably all prerendered too
tipping point trailer from game Watchdogs legion
too many ppl desperate for money
Has a studio closed down, or something like that.
Some of the resumes are really good, with AAA experience
hit harder than great depressions
Could be remote work becoming more serious of a thing
yea
It's been a while since I've seen so many good resumes
Monso freelanzing to big AAA companies
pray the gay away
blender is god
pray the gay away
How do you even work for AAA without already having worked in AAA
doesnt cost a thousand of mf dollars unlike mf 3ds max or maya here
pray the gay away
Maya is very cheap these days.
Here in Australia you pretty much have to have lived and studied on the east coast to get in with a AAA and even then youre just working side gig to some studio overseas not on your own game
Maya's subscription is quite reasonable these days.
I mean EA lists everyone in the credits even remote distant cousins of production assistants
@pearl elk Friends in the industry can help a lot.
*year
not month
but jesus $202 a month for somethin blender can do
i could get the entire creative cloud subscription and still have left over
Yeah I suppose they can but I live so far from anything, we do have some successful indies in town here but none use Unreal Engine
this is bullshit; idk how autodesk doesnt get flak for expensive subscriptions for individual apps but adobe gets a lot of hate just for charging a measly subscription for all their apps
smfh
Maya Indie license is $390.50 NZD ($256.05 USD)
a year?
Team Cherry is local, we got Mighty Kingdom too, Ive met a few of those guys
Yes.
Yeah, Australia, New Zealand, Canada, UK and US
Normally, Australia and New Zealand get screwed.
ppl are kinda two faced; theyre fine with autodesk charging $202 for a branded re-release of blender, yet adobe here gets a lot of hate for charging $52.99/mo for an entire mf suite of apps
premiere pro
audition
@pearl elk I don't know, I don't buy it because I equally live just as far away.
Actually I noticed my Substance license fee has been localised
I just travelled a lot to the US to do biz dev.
or get all 50 for 53 a month
NZ has a bigger culture for VFX though
I have to go to Melbourne just to meet a decent amount of people using Unreal Engine lol
Yes, but it is more specifically for Weta.
Weta's reputation doesn't go anywhere else; just as much my own studio's reputation doesn't cross translate to anything / anyone else.
Not interested in moving there for work so I guess I screwed myself
People told me the same thing to me as well and suggested I move to LA, San Francisco, etc
Bet youre glad to be in NZ bout now, Im sure as hell glad Im not in Melbourne ๐
NZ is getting famous as a game dev country now thanks to New Blood tho lol
As in New Blood Interactive?
ya
I can actually get into NZ atm with a two week quarantine, couldnt say the same for many others ๐
Huh, I actually didn't know NBI is based in NZ.
tbh not sure I would know either if it wasn't for Dave Oshry being a funny guy to follow on twitter :P
sorry for that rant
NBI isn't based New Zealand, it's a US company.
Dave is now part of RocketWerkz, which is based in NZ
Ah that's what it was then
Finally my package game produced a log file and... the bug is with this 3dtextcomponent gah. My fault for using an experimental plugin
You obviously dont have much knowledge of successful people
Point out a normal one
Fake tans normal where youre from aye
lmao
died a white girl you mean
cmon he hot
Oh you gotta be kidding me, the bugs in one of the Third Party prerequisites
Its in FreeType2
Here I was sending the errors to Epic thinking it was an issue with the 3dTextComponent
Text 3D the UE4 plugin is called, its fairly new
I used it to make a UI in 3d for somethin bit different
