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One of my favorite “kitbashed game dev” stories is that in Days Gone (the biker vs zombies freakers game from 2019), the devs didn’t realize until being well into development on Unreal Engine 4 that UE4 *can’t do 2-wheeled vehicles*.
Making a game about bikers cranking their fat steel hogs all over the PNW to escape hordes of zombies weird fuckos might be sorta hard if your engine can’t support bikes. So what’s the solution? Every motorcycle in Days Gone is actually a car that’s been crushed and folded in on itself.
You’re sitting on what would be the driver’s side door and inside an invisible canopy of twisted steel and spare tires—that absolutely still spin ever time you hit the throttle—that has been made invisible and had collision detection turned off.
I know Bethesda has the (well deserved) reputation of creating their games out of hacked together duct-tape-laden spaghetti code on an ancient quirky engine but I feel like FromSoft deserves their fair mention too. Bonfires aren't objects, they're a visual mesh with an invisible NPC standing on top of it that you "talk to" when you want to sit. Tons of enemies are just two NPCs glued on top of one another because they didn't know how to make an enemy have more than one attack that can fire off at a time. Winter lanterns' frenzy buildup attack comes from an invisible guy sitting on their heads shooting you with an invisible gun. Djura doesn't shoot you with his gatling gun, he just sits there doing nothing (with his cape sitting right around his ears due to how the game renders cloth physics from far away) because the actual NPC shooting you is the gun itself. Lothric and Lorian aren't two separate NPCs holding onto each other, they're one NPC with a second, invisible NPC glued to its back that takes damage on behalf of Lothric. Why? Because they couldn't figure out how to make one NPC ride on another one. They straight up went "We couldn't figure out how to make one NPC ride another, so we combined two NPCs into one and then glued another one to its back, simple." Really it's amazing how much of FromSoft's game design is just "we put an invisible guy here to do things because we couldn't figure out how to make the visible guy do it"
Even Elden Ring for all its advancements in mounts and whatnot has hilarious behind the scenes quirks. When Radahn does his meteor attack he doesn't track you, he teleports his horse underneath you and then aims at the horse
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During Toonfest 2016, a small Virtual Reality demo set in Toontown Central was shown off, even gaining an accompanying blog post. Older players may also remember a small recording of the demo, posted by Slate.
Following the event, not much was said about this demo, and it was silently abandoned. However, on July 8th, 2023, Twitter user @AnthonyTewtow11 made a post about it, prompting a reply from Hawkheart.
Alongside this, Hawkheart shared some clips from the demo that had not yet been publically released:
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Special thanks to @AnthonyTewtow11 on Twitter for the original thread and screenshots, and another to Hawkheart for sharing these clips. A copy of the twitter thread has been provided below.
Anthony11: Did You Know? In 2016 Toontown Rewritten announced a new game they'd be working on being a version of Toontown In VR "VR Town". Showcasing screenshots and even a playable demo at their OmgCon booth in 2016. Although after OmgCon nothing was ever mentioned about this game since. It’s unknown how much progress was made on this game. There was a second demo of Toontown Central as well, but it’s likely the Project was silently abandoned, possibly because this side project took away resources from the main game. It would've also been developed in Unreal4.
Hawkheart: This was always just going to be a small demo! The progression of development was that we started with the Toontorial intro building, switched to TTC, and then Toon Hall. Here's a few clips from along the way: [CLIPS]
Anthony11: Woah! That's really cool to see these older clips. I always thought this was more than just a demo when they talked about this. Was this ever planned to be released? or what was this ever going to be for? I've always been kind of curious about this project.
Hawkheart: I don't remember if we were going to release it proper - we didn't completely finish the concept we'd settled on either. The final concept was a "museum of gags" where you'd teleport around and play around with each of the gags a little bit. We got the actor we work with for the trailers to record some voice lines to go along with them, and set up some of the gags to have basic interactions (see the demo of the magnet pulling the anvil at high speed) but didn't fully implement everything in time.
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Some small, but necessary stuff as I work my way through learning how to make a decent AI in Unreal . I was gonna go super simple at first, with a health and "innocence" bar. Any damage would look like cracks/corruption. But after playing around, I came up with a combination of the two. One side where your innocence is and the other the monster. . Oh and your inventory/quick slots are pockets!
#art#InnocentTerrors#gamedev#gameart#gamedesign#indiedev#horrorgame#uidesign#unrealengine#UE4#Unreal4
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In this 7+ hour long tutorial Mathew O'Halloran will go through his process of creating a real time military drone from start to finish, check out the video preview and images in the link below. Preview & DL - https://www.artstation.com/artwork/AqxWGN
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Working on some simple shapes for the assets. Temporary lighting in there so I can see what I am doing. I am really looking forward to getting to texture that wallpaper, there is some fun stuff happening in there! Frustrated at how few hours there are in the day still. I want to keep working on this tonight, but my piano calls as well....
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Third video where I go over work performed during a game development session for Crosslight. This video looks into adding additional control inputs and fixing random tasks from feedback.
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Hi everyone! Lately, I've been working on making some of our assets platforming-friendly. Been having a blast jumping around on stuff! C&C welcome!
#3d#3dmodel#3dmodeling#3dart#gamedev#Environment#environmentartist#3denvironment#3denvironmentarist#platform#platformer#platforming#autodeskmaya#ue4#unrealengine#unrealengine4#unreal4#indiedev
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Texas experiment. #maya #3Dmax #3D #ue4 #unreal4 #arnoldrender #vray #iray #redshift #blender #cgi #vfx #texas #water (at Granbury, Texas) https://www.instagram.com/p/B9anlUMHg_D/?igshid=1g9yd8eb7wh6y
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In this update I managed to get some saving & loading working. The video below shows some of it's features. Right now I'm using 4 slots, but I'd imagine a more flexible system like Bethesda RPG games where you can have an infinite amount of saves files. If you want to read more about this, you can find it at my new website for the game! https://www.bideo.games/
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I finally finished my project! 78 assets, 2 characters, 1 month og work!
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Got SplinterMouth into Unreal! Super happy since it took me forever to figure out. . Anyone else ever run into a problem. Spend hours trying to figure it out. Only to find the answer is something as simple as deleting the history in Maya?! 😤 I'm scared to think how long it'll take to make a decent AI for him. 😣
#InnocentTerrors#3d#3dart#3dartist#gamedev#Indiegame#horrorgame#monster#unreal4#unrealengine#videogame
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I always spend far too long doing the blockout stage, trying to work out scale. Because this is a game environment, I am going to oversize assets a little, and space objects out more and further from the walls so there is room to walk around. Reasonably happy with this, time to start blocking in low poly
#3dstudiomax#3dsmax#unrealengine#unreal4#highpoly#diorama#room#game#gameasset#3d#3dasset#3dgameasset#highpolyasset#pbr#AAAgame
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HPV??? Maybe, hornets in love 2019
#ye#animation#2019#3danimation#trippy#rainbow#pride#hornet#hornets#pink#yellow#blue#3D#mudbox#mudboxanimation#unreal4#unreal4 animation#blender#vivid
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