Spent the better part of the last few years working on “Steel Resurrection” an FPS/RTS Hybrid. Enjoy!
Hello, I’m still deving, more so than before, I was forced to halt all projects in pursue of a job, then accidentally fall into this game, which explains my tumblr absence. I’ve been developing this with several other people, this is an Real-Time-Strategy-Hybrid-First-Person-Shooter (I Just call it a RTS Hybrid), with fully custom mechs!. It’s huge, It’s ambitious, It will be glorious. Discord: discord.gg/qGNTfY4 Facebook: https://www.facebook.com/SteelResurrection/ Because of the early prototyping development stage I post all the updates in that discord, so, follow along.
Real Life Bear Animal Simulator: AI Update
(SOUND WARNING THIS HAS THE SOUND GLITCH IN IT) Well, I’m here doing some AI work, and what a better way to do this than to meme a mini bitconnect game. Bitconnect is a crypto currency developed by SCAMMERS, so I’ve taken the liberty to make a small game just for fun out of it, while I setup the new AI system. The AI can: - Know if you’re collecting something. - If you have your light on it will chase you at a longer distance. - Randomly run into rooms/points. - Start shouting things. - Shout things when you pick things up. - Know when it’s near you to grab, front on. - All of this is created in the AI Actor, the AI blueprint has nothing really in it. - It all sounds basic but it’s the foundation done, which is the hard part. I should be able to add on a bunch of different complex systems now for the main game, so animals die of hunger if they’re not eating and what not. Now I just gotta spend a bit of time on polishing up how the actor runs around and make this all nice and import into my game, then get working on combat for animals so that I’ve got some type of proper game. Also polish up this mini horror game so I can practice my level design and art.
Real Life Bear Simulator: Don’t play with your food before you eat it! Still trying to get some things sorted before I move to AI, I had to fix up a bunch of code to make everything modular. I’m leading this on to picking a deer up in your mouth and you can drag it around, when you collect fish in your mouth they should flop around too. Because I’ll need this for when you claw down stinky humans, and drag them away!
Real Life Bear Simulator (Animal Simulator?): Mr deer says “Stay in school kids”. Listen to MR Deer, he’s totally not programmed to say that, I promise....
Real Life Bear Sim Update! To great pains in the butt and at the expense of a bit of time, I have a working character selection screen, and a working save system. I originally was going to do the character selection as an after thought, but, that’s not the case now, I want that damn eco system in, and I don’t want to be just a BEAR, I want to be more animals too damn it! I think basic AI and combat is next, I’ll have to check and update my huge TODO list, but that appears to be the next large feature to put in.
Real Life Bear Simulator (Working title) Update: I have condensed the landscape to functions, I have to go further, but this is what I have so far. I have to setup blending, and improve the functions to apply UV maps as there’s none in this picture. In game dev, you don’t need to “Work hard on terrain” but, it doesn’t hurt to give your landscape some TLC, just don’t go overboard. The next bunch of pictures should be nicer with UV’s done with terrain heightmap blending, I just have to re configure the functions. Then putting in that distant blending to get everything nice. Then on to more gameplay.
Real Life Bear Simulator update: Everyone’s probably sick of updates edition. Making a terrain shader now. Each colour will eventually be a texture: Yellow = Sand/Watery dirt/mud Light grey = Light rocks Dark grey = Rocks that fully expose themselves. Light green = Lots of grass Dark Green = Thinner grass (I might change these 2 around) Brown = Mountain grass mix It’s looking pretty good at the moment, It will do for now, just need something good in there now, even though it’s not polish It’s nice to get a planning visual where things will be. Also this is the first, huge map, I will trim this all out and instance it, I want there to be a bunch of places to explore!
Real Life Bear Sim (Working title) Update: Ok this is getting out of control, and I love it. Got the idea to do growing vegetation for seasons, this system runs really good, I should be able to link things growing on the leaves, so you can harvest them, and shake the tree so fruit falls off it, like beehives, then you could use that as a trap for the humans! I hope people get as excited about this as much as I am! Please ignore how poor the clips run it’s the video captured at 30FPS.
This is going to be the best “Real Life Bear Simulator” ever! (Animation test) I got a few ideas what I want to do with this project, it should be a lot of fun. As always, hit me up if you got ideas you wanna see, I’m pretty much open to anything.
Hello friends! I am blessing you all with an update on what’s going on. Well for the most part I have now submitted my LAST SCHOOL ASSIGNMENT! Which means I finally get my diploma in VIDEOGAMES! (Hue hue video game school xDDDDDDDD, I’ve been taught by accredited UE4 people, it’s a heck of a lot of difference than you’re average “videogame school”). I’m waiting on a few things right now, Hobo sim demo was done a few people liked it but it’s not where I want to to be, that, and I’m still waiting on assets to be done that I’ve paid for because I THOUGHT it would speed up development but it has done nothing but cause me stress, which is a pain because I want my homeless simulator to be amazing. I have done the coding nightmare unit so I know how UE4 handles client/server information to a great deal now, which is great. Now that everything is done it’s time to work on a portfolio/add more game demos to my development reel, which means I’m putting Gone Homeless on hold for now, due to everyone being unreliable for me, I have to go ahead and do EVERYTHING myself, it pains me to put it on hold, but I want that game to be amazing, so while I’m improving my skills on all aspects of game development, this game will be better off. Now for my new project I’m going to make a “Bear simulator” that doesn’t suck ass and isn’t unfinished unlike the other one that failed. Pic related is my bear wearing a top hat because, meme’s. This simulator might be semi-serious I want it to be a survival sim, so you have to eat, can steal food from camps, defend your territory from invaders, anything to live out the life of a bear, I absolutely love bears, so it goes hand in hand. So that’s where I’m at, you can always hit me up on discord juicybear#5697 if you want to chat/have ideas you want to see. TLDR; Hobo sim is on hold because, reasons, working on bear simulator now.
Gone Homeless: Homeless simulator update! Well well well, things are looking better now, just redone the distant lands so things all mesh nicely. Still got tons to do but trying to stay relevant. I probably should release a video of everything soon, but I’m busy improving everything as you can see.
GoneHomeless: Update Now the landscape is looking polished, I’m making the town more filthy, I’m still yet to add in grass, sticks and stones .etc, and really polish (or dirty up) the town. This picture is a sample of the combined textures on how they look when used with vertex painting, you got the little bits of dirt that rise from the ground from where people have been walking .etc. I want this game to have every little bit of detail like this, and I don’t care if this will take me 2 years to complete, I want there to be a ton of animations per person, I want people to FEEL like a homeless person. I will repeat this statement often because it’s by design. Sorry, no dev log this time, been busy with landscape, maybe next week.
GoneHomeless update: Been spending some time reworking the ground textures, updated them so they’re high def, right now I’m trying to finish off my landscape material, so that everything is working well, and the performance is awesome. It’s a mixture of 4k freebie textures, I want to make my own when this is all done, but that’s extra dev time that I can’t afford right now. This will be the final pass of the layer unless I add/remove/change textures. I’m also doing a bunch of polish around the town to get that looking “Crappy”, I’ll have a bunch of vertex paining done with pot hole and a ton of good stuff for the town to get this quality standard up. No devlog yet, I’m busy focused trying to get this out, will post when I’m done. And no, hobo sim isn’t dead, it’s far from it, infact, things are going to pickup next year by a large margin. Stay tuned for sometime around saturday I’m going to post another video on my landscape and it’s REALLY nice, I just don’t have it all implemented yet.
Homeless Simulator: Gone Homeless update! You can urinate on people now, I’m doing the AI for it so they freak out and run/vomit now. This is a huge feature request by the few fans I have, so here you go, yes I listen to you guys! I’ve had a few people play test it and taken their feedback on board to make this a really great game. I’m going to have to do an “Action Wheel” of some sort so you can gain access to many, many different interactions instead of binding them all to 15 keys! Devlog 28/10/2017 • Added: More AI blocking volumes and fixes • Fixed: Global items tutorial buton • Fixed: Global items preset stats, it now changes the model based on selection, and adjusts the box collisions to suit the preset • Added: Apples to eat around the place • Added: Beers to drink around the place • Fixed: Can no longer loot 2 things at once • Fixed: Item highlighting is no longer glitchy (Aka ‘grab collisions’) • Added: More AI blocking volumes and fixes • 3rd Person mode: Adding in “GTA” style camera, if you move the mouse while stationary it moves it around the player, if you walk it rotates the player. • Remade the ground textures to be more high res • Added: More scenery objects • Added: The ability to urinate (The particle is still a working concept)
Gone Homeless: Hobo simulator update!
Thought I need to post an update since I haven't been for a month, I been busy with the tutorial, day/night and making the world look prettier and a bunch of other crap while trying to make time to relax a little bit (if you'd call that constant nagging in your brain that lets you know you have this game to finish) and my full time job.
I want to do more regular updates because people miss things, not everyone has the time to spend on tumblr, this weeks all about getting the rest of the bugs out and everything ready for a proper video demo showing off the game.
Unfortunately, my homeless main char is still not finished in time, if it was done this week I might get a chance to put him in, but it would mean a whole new animation system which I have partially written but I cannot continue till he's feature complete, but going by what I have seen he will be something I will be proud of (I'm VERY hard to please).
I really want the first demo to have the main char in it, but we can't have everything.
Anyway.
Devlog 02/10/2017
- Added: A preset stats for items
- Added: An optional tutorial starting area, you can learn all the controls and what the game has to offer here, there’s too much development work to bother listing everything.
- Remade: The “Tutorial Teleporter” teleports from location A to Location B now, not some other terrible manual idea I had.
- Added: In the tutorial teleporter, an arrow to set the direction of the teleport
- Fixed: Some incorrect text
- Fixed: The NPC spawner as it was buggy with cops
- Fixed: Sound still plays when you jump
- Fixed: Day/Night colour scheme feel
- Fixed: Ambience wasn’t repeating
- Fixed: The ICON code
- Fixed: Increasing ICON detail
- Fixed: Random “Unfocus” text spam
- Added: UI support for resolutions down to 480p
- Fixed: Polished up UI
- Added: Money ICON
- Added: Lighting improvements to ALL time of day (Day/Night)
- Added: Improvements to town lights, they aren’t a massive performance hindrance now
- Added: Improvements to town lights, Town lights now turn on during the night and off during the day.
- Added: Improvements to town lights, Some lights flicker and spaz out.
- Added: A park, with water and you can drink/bath in it.
- Added: More industrial stuff, there’s pipes that go out to the lake and are polluting it.
- Removed: Some buildings.
- Added: More improvements to the town to make it feel like you’re in an actual town.
- Added: The lighting shimmer thing that beams down from the lights so there’s something in the middle of the ground and the light.
- Updated: AI spawners now take ownership of NPCs, each NPC has it’s own ID based on what the spawner is called.
- Added: More AI blocking volumes and fixes
Fireplace simulator! Would you play this if it had normal controls and VR controls? The object is to just sit there and chill with some jazz while stoking your fire for “comfy points” to unlock rainy day, new scenarios .etc? Reply back so I can get a feel on if people want to be CHILL, or if this is just a waste of time.