#ue4 rpg
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shawnthebro · 9 months ago
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Sometimes the best animation for a character is no animation, but ragdoll physics!
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rocketsimp · 1 year ago
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Still a work in progress. Been revamping the level select screen to be the Sewlar System. The goal will be to track the player's progress by having planet Lovely sewn up and repaired with each level completed.
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rimeiii · 1 year ago
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I return to WHB Tumblr to see how the game us doing and I see the fandom in shambles, damn. And after scrolling through the tag for a bit, I have...questions.
Yo how big is WHB now even? I stopped playing shortly after they introduced the paywalled Gabriel and that's one of the things I've seen several people complain about...
Like I understand the rest of the complaints - it's mostly the same complaints I've been having about the game prior to me quitting. Multiple decisions that seem to reinforce the idea that this game is heading down the P2W path, very anti-F2P practices in general, outrageous prices for the paid Nightmare Pass, no pity system on launch, the disaster that was the implementation of the Solomon's Seals gacha, the many bugs on launch especially, the small amount of farmable premium currency, and the list goes on...the pancake shop rework not only seems to be in line with the trajectory PB seems to be taking in terms of game decisions, but is also the straw that broke the camel's back for a lot of players.
But, uh, storage? Wasn't it like 2 GB tops on launch? That was reasonable I think, because Arknights was around that size on launch and back then, there was so little additional content. Only JP dubbing, no L2D E2 art or skins (the only L2D we had back then was Closure, the SHOPKEEP), 5 story chapters (which translated to 92 stages, in which around half have a Challenge Mode variant and with a large majority being unique maps), and no additional game modes.
For additional context, currently Arknights is ~6-7 GB on a fresh account with all language dubbing, and it gets bloated if you don't delete unused event data (it's ~9.7 GB for me and I have Arknights on my current phone ever since Near Light first hit Global, so just over 2 years now). Keep in mind Arknights is close to 4.5 years old in Global, and CN just celebrated their 5th anniversary a few months back.
Talking about storage, I don't think comparing WHB to older games and non-tower defense is fair either, since:
Older games in general are much easier on your device in terms of storage to content ratio and performance, mostly due to device limitations of the past requiring less sophisticated game mechanics and the devs sticking to these simpler mechanics even as time passes and technology gets more advanced. Gentle reminder that FGO is ~7 years old in NA, ~9 years old in JP, and ALSO doesn't download everything initially - afaik there's an option for that in the settings menu which bumps the total size up significantly (the wiki lists it as around 9-10 GB total).
Different genres and graphics mean different storage requirements. Anything 3D or open world will almost always have higher storage requirements compared to anything else. Path to Nowhere is around the same size as Arknights despite being younger due to the former using 3D models for their battle sprites, compared to the 2D chibis Arknights uses. Love and Deepspace, a ~5 months game, is huge because of how they do the cutscenes AND the stage-based action gameplay, but Wuthering Waves is closing the gap on size quickly despite being only ~1.5 months because it's an open world action RPG.
What I will say, though, is that WHB is not optimized well. Now I may be very unfair by comparing WHB to Punishing: Gray Raven, a game by the optimization gods known as Kurogames (people ran the PC PGR client on 2GB RAM laptops and my 4GB RAM laptop can run WuWa despite it using UE4 - an engine notorious for chugging on low end devices - albeit with lag spikes in the open world map), but when a 2D tower defense game fails to run as smoothly as a 3D action game with stylish and fast-paced combat, then we have a problem. For context, my 4GB RAM phone only has minor lag when I use a skill that has a lot of visual effects like Lee Hyperreal's Hypermatrix, but back when I played WHB I still experienced lag spikes when deploying units.
Again this all boils down to PB just not being used to the game format. Which is all well and good, Arknights was a huge departure from Girls Frontline too - a good portion of Arknights' devs worked on Girls Frontline before splitting off to work on Arknights. But what made Arknights succeed is how accessible and F2P friendly the game was, with smooth and solid gameplay as well as an engaging plot that discusses themes such as racism, discrimination, and the fragility of hope.
Of course you can argue that Arknights is a tower defense first, visual novel second. Unlike WHB, which is an otome game first, tower defense second. And I would agree, but only to a certain extent. Once you step into the realm of having Actual Combat Gameplay Elements then I believe it's your duty to make progression as reasonable as possible. Including a power gate is fine, but nothing too excessive - and certainly do not hold any significantly strong unit behind a paywall.
Because fun fact - in Arknights' entire runtime, there were only a handful of completely paywalled content:
Player icons from promotional packs for large events, particularly the Ambience Synesthesia concerts
Character skins from promotional packs, like the Exusiai and Guard Ch'en skins during the anime release
Purestream, a B4 Therapist Medic who was released as a WWF collab, where all sales from her $1 pack were donated to the WWF. Even then, she eventually became available for everyone, as she was later added to the Recruitment pool (use a resource obtained from Dailies for a chance to get units, some unique to the pool like Purestream). She was a decent healer, and her Module made her a good budget medic. Even then you're more likely using the Medics you've already built by then - for B4 budget options, Perfumer is usually better for multi-target healing and a party HP regen passive, while Sussurro is your go-to for strong single-target healing.
And guess what? None of these had any direct impact on gameplay during their paywalled period. Purestream wasn't even a B5 or B6 unit, yo. There are many better options for healers. I STILL USE THE B3 ANSEL AND HIBISCUS IN INTEGRATED STRATEGIES.
I'm just...PB's choices baffle me, and I do wish they can improve not just on the game performance standpoint, but in how they treat their playerbase in terms of in-game purchases. I hope I made that abundantly clear...
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inox199x · 1 year ago
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Borderlands 4 และ Tiny Tina's Wonderlands 2 ดูเหมือนจะเข้าสู่การพัฒนา
ดูเหมือนว่า Gearbox Entertainment 2K กำลังแอบพัฒนาเกมซึ่งจะเป็นแฟรนไชส์เกม FPS RPG แบบ Co-op ที่เล่นได้ 4 คนอันโด่งดังจากค่าย Borderlands และรวมถึงภาคเสริมอย่าง Tiny Tina's Wonderlands ด้วย ยังไม่มีการประกาศอย่างเป็นทางการจากผู้จัดพิมพ์ 2K เกมหรือผู้พัฒนา Gearbox Entertainment แต่อย่างใด แต่ LinkedIn ได้รั่วไหลอีกครั้งซึ่งเป็นพนักงานของ Lost Boys Interactive ซึ่งเป็นบริษัทในเครือของ Gearbox Entertainment
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ข่าวนี้มาจากคุณ Randel R. ที่โพสต์ประวัติเกี่ยวกับตำแหน่ง Technical Manager ของสตูดิโอ Lost Boys Interactive Vault Hunter Archetypes Borderlands 4 ต้องสร้างใหม่ มีเกมที่ไม่ได้แจ้งล่วงหน้าสองเกม ได้แก่ Borderlands 4 และ Tiny Tina's Wonderlands 2 ซึ่งดูเหมือนว่าจะได้รับการพัฒนาบน Unreal Engine 4 นอกจากนี้เรายังจะได้เห็น Brother in Arms บน Unreal Engine 4 ด้วยเช่นกัน ปัจจุบัน ในโปรไฟล์ LinkedIn ของ Randel R. ชื่อของเกมได้เปลี่ยนไปเป็น Unannounced Sequel UE4 หรือเกมภาคต่อที่ยังไม่ได้ประกาศ
จากข่าวดังกล่าวและการแก้ไขข้อมูลของบุคคลนั้น หลายๆ อย่างดูเหมือนจะมีน้ำหนัก Borderlands 3 ล่าสุดวางจำหน่ายมาได้ 4 ปีแล้ว ซึ่งถือว่าเหมาะสมกับเวลาที่ Gearbox Entertainment เปิดตัว ใกล้ถึงเวลาที่จะเปิดตัวภาคใหม่สำหรับ Borderlands 4 และ Tiny Tina's Wonderlands 2 แล้ว ยังมีการอัปเดตข่าวสารเพิ่มเติม และเราจะนำเสนอให้ทุกคนทราบ แต่ตอนนี้คุณสามารถไปกด Borderlands 3 เพื่อเล่นก่อนได้ เพราะลดราคาจาก Autumn Sale เหลือเพียง 223.50 บาท ถึงวันที่ 29 พฤศจิกายน 2566
inwesport รีวิวเกมใหม่ ๆ มาให้คุณ
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zsky01 · 2 years ago
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Do you need a Modular Village for your game or project? I made for you and it's FREE! 🎁 Ultimate Modular Village Pack: https://zsky2000.itch.io/ultimate-village-rpg-pack ♥ Support my work:https://www.patreon.com/Zsky
Compatible with any game Engine and comes with Unity Package format so you just import it and play!
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wiseman2-blog2 · 5 years ago
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Ashes Character creator first pass. Using Polygon’s modular characters for our initial artwork. Just got the character creator working and integrated with the menu system!
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kalicola · 5 years ago
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GameDev Video Log 4 ❤️ The Adventures of Gorm ❤️ Unreal Engine 4
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dungeoneers-cookbook · 6 years ago
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Hello I'm still alive, but alot has happened! My friends and I are currently making the game called Descend, its a D&D related puzzle game where Faye, a tiefling warlock, explores ancient ruins in search of lost treasures and uncovers secrets along the way. We've been in develpment for a while but I hope everyone here will follow us to its completion!! See more at https://www.twinspellstudio.com
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shawnthebro · 5 months ago
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One of the most enjoyable forms of movement is jumping! Let’s go over different methods of implementing double jumping!
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blackparabyte · 5 years ago
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🤗👉I've already realized that I had never showed you the current landscape of the game after the cloud change was made😲. Also added different things that we will share soon🆒😉 !!
--------------------------------- 🤗👉Nunca les mostré el paisaje actual del juego después del cambio de nubes 😲. También agregue muchas cosas nuevas que pronto mostraremos🆒😉!!
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hwoaranger-blog1 · 6 years ago
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Color concept of a character "Grasshopper" by @alina.nel Connect to us! #ItsRoachTime #sketch #game #action #indiegame #indie #art #инди #rpg #2d #gamedev #indiegame #drawing #ue4 #comics #dayliarts #2dsketch #sketchbook #artwork #arte #art_spotlight #arty #characterdesign #2dart #2dartist #characterconcept #2dsketch #2dfantasy https://www.instagram.com/p/ByoFukLnuWj/?igshid=rlwfuipr5wrx
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dewainjones-blog · 7 years ago
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Devlog Update 3: Walking, Talking, Shopping, and Questing!
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Hello again, everyone! I’ve got a lot of exciting updates this week. I’ve made a lot of progress including rudimentary AI for the citizens, a dialogue system, a bartering system, and a questing system! While it is all still very basic (the UI is very simple for prototyping purposes) it is functional and good groundwork for fleshing out moving forward.
Quit Standing Around, MOVE!
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I already had some simple AI already implemented allowing the characters to move to different designated points around the map in a cycle. However, this wasn’t something I was happy with so I scrapped it and created a behavior of randomly walking, waiting, and walking again. This will be basic activity for the citizens of the town when they are not actively doing something throughout a day cycle.
Go Ahead, You May Speak
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I have all the groundwork laid down for a dynamic dialogue system. This means that depending on various things - quest progression, time of day, world events, etc - the dialogue can change to make the characters feel slightly more alive. Of course, the UI is very simple as I needed something quick and easy to display the data of the dialogue.
This system allows for multiple chat bubbles in a conversation. Leaving a chat before it is finished returns to the first chat bubble in the cycle, whereas completing a chat can trigger things such as opening a shop menu or accepting a quest. 
I also enabled the NPC to turn to face the player and start a new animation for speaking so it looks like they are talking. I am currently working with limited animations so I will not be showing it off - animations are something I will be working on later once the systems are in place.
Whad’ya Sellin?
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A big part of a loot based RPG is buying and selling goods, so I knew that I needed to get a system in place early to handle this. While the UI is extremely basic right now, the system supports transfer of items from the inventory of the player to the shopkeep and the other way around. Items have a value that is used for the transactions and of course if you don’t have enough Gold then no purchasing for you!
Both inventories support stacks of multiple items and will eventually be displayed with their number in the stack. For now, I just needed to be able to see the transactions occurring. It works which is all that I’m worried about at this early point of development.
QUESTS
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Questing is one of the core parts of any RPG. I am pretty excited that I was able to create a functioning questing system that should be flexible enough to use for creating and tracking multiple quests at a time.
I made a very simple gathering quest using the system as a proof of concept. It seems to work pretty well - the quest giver makes the request, the player’s quest tracker accepts the quest and then tracks the progress. 
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I created a means to track variables and current objectives for each quest and a way to access that information and present it to the player. Above is a very simple UI example of showing the information about the quest.
What’s Next?
This week has been very productive and I’m happy with the progress. Moving forward I hope to flesh out the questing system a bit more - right now it is functional but is messy. I need to streamline it and make sure it will scale well as I add more and more quests. I also need to make a simple prototype UI for viewing and tracking multiple quests. The current example (above) only tracks the current quest. 
Once that is all taken care of I intend on fleshing out more items like usable potions. Along with that I intend on making a system of tools for use in mining, herb gathering, etc. Finally, once I am done with all of these smaller concepts I will be moving on to combat and enemy AI. I’m saving it for later as I want to spend a lot of time on them to make sure they feel good and work well.
Thanks!
Once again, for those of you who have made it this far, thanks for following along! I have loved every step of this process and look forward to providing more and more updates as time goes on. If anyone has any suggestions or tips, please feel free to leave a comment!
See you all next week!
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luminousgamesnz · 7 years ago
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Dungeon Rooms Galore~
Our team is currently working on our other Dungeon Rooms. Here's a bit sneak peak of the entrance to these Rooms. 😎 ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ 
FOLLOW US ON... 
 FACEBOOK: ► https://www.facebook.com/ChroniclesOf... 
INSTAGRAM: ► https://www.instagram.com/luminousgam... 
TWITTER: ► https://twitter.com/LuminousGamesNZ 
TUMBLR: ► https://www.tumblr.com/blog/luminousg...
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dscryo · 5 years ago
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Player Save Data
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Nothing to really show for it, but the player data now is properly saving between areas! Clothing, Inventory, Weapons, and more!
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version5games-blog · 7 years ago
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This is a glimpse of our Volcano Arena. Currently in development! We are making great strides and we are very happy to produce what is going to be an amazing game!
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less-than-average2018 · 4 years ago
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I'm creating a game, for fun; and learning.
Learning how to create my dream game using Unreal engine 5 https://lessthanaverage.blog/2021/10/17/learning-with-unreal-engine/
I have always been an avid gamer. I find that the worlds created in video games are some of the most diverse imaginable. The potential to get dragged in, and to spend literal hours living in a virtual world is so easy. Many would say that it is a waste. Why spend hours of your life locked away in a world that isn’t real? But many of those that say this also spend many hours watching movies, or…
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