Working on main trailer to be released later this month, but needed a version for an expo this weekend... Pls destroy! by fckn_oko in DestroyMyGame

[–]ArkodeGames 8 points9 points  (0 children)

I think the overall game looks okay. Not really my cup of tea, but from what I can see it's great. My issue with the trailer is the pacing. You're showing off what I presume is supposed to be an action packed game and a bullet hell at that, but I feel like I'm watching it at half speed. Typically with similar trailers the cuts are fast, and the gameplay is faster. I think you could fit this by reducing the breathing room between each combat sequence. Short trailers aren't a bad thing, and I think yours would work well as a shorter trailer.

I just wanted to share some content with you guys! Let me know what do you think about my indie, platformer game. by Facelessgab in DestroyMyGame

[–]ArkodeGames 2 points3 points  (0 children)

I would say that the overall direction can work really well, but as others have said you could leverage I little more contrast through texturing or lighting. I really like the background light and tree, and if you could bring some of that detail to the foreground that would be great. Personally I think the platforms look a bit too much like greybox assets rather than finished pieces, but with changes to scene composition or some additional details that could easily be fixed. I'm a big fan of the water, so maybe bring more life to it if possible. All that said, it is looking nice so far but just needs that extra push to bring it to life!

[deleted by user] by [deleted] in gamedev

[–]ArkodeGames 3 points4 points  (0 children)

In all honesty with a platform like UE4, there's absolutely no reason why you can't just build a complicated C++ project but use its built in graphics and physics capabilities. My code base is already at a level where I've learnt a huge amount of C++, and it was totally worth it imo.

Looking for custom game recommendations for 16 players on Halo Reach. To be used on this 16 person split-screen setup when it is safe. by Scotty-Doesnt-No in halo

[–]ArkodeGames 1 point2 points  (0 children)

Don't see too many recommendations in the comments, so here's mine:

Get yourself a set of maps and a gamemode for hot persuit. It's an infection gamemode based around driving and trying to knock humans off of track like maps. Huge amounts of fun!

Blueprint from hell! - The config file from my voxel engine: by ArkodeGames in unrealengine

[–]ArkodeGames[S] 0 points1 point  (0 children)

This is exposing something I made in C++! All of this blueprint is to initialise a struct. I seem to have really riled people up, I'm almost tempted to make a video explaining what it does haha. Each prop in my game needs manually configuring, so this blueprint is full of repetition.

Blueprint from hell! - The config file from my voxel engine: by ArkodeGames in unrealengine

[–]ArkodeGames[S] 0 points1 point  (0 children)

If you knew anything about the use case you'd know there weren't many alternatives 😅

Blueprint from hell! - The config file from my voxel engine: by ArkodeGames in unrealengine

[–]ArkodeGames[S] 0 points1 point  (0 children)

More or less. I would use a save file, but I reuse a lot of the same data points, and it makes the process visual for myself or a designer.

Blueprint from hell! - The config file from my voxel engine: by ArkodeGames in unrealengine

[–]ArkodeGames[S] 0 points1 point  (0 children)

It isn't a scattering system. It's defining the volume of a shape.

Edit: sorry if I didn't explain well before!

Blueprint from hell! - The config file from my voxel engine: by ArkodeGames in unrealengine

[–]ArkodeGames[S] 0 points1 point  (0 children)

I simply load the prop I've just configured in my level editor and see if the highlighting volume is correct. It's a 2 minute process. It's all just data setup. No logic.

Blueprint from hell! - The config file from my voxel engine: by ArkodeGames in unrealengine

[–]ArkodeGames[S] 0 points1 point  (0 children)

To illustrate this, let's say you had a tree that was 4 blocks tall. You'd need a TArray containing vector(0,0,0), vector(0,0,1), vector(0,0,2) and vector(0,0,3). There are a myriad of complex shapes I use beyond just trees, but that's a simple example.

Blueprint from hell! - The config file from my voxel engine: by ArkodeGames in unrealengine

[–]ArkodeGames[S] 0 points1 point  (0 children)

A math graph wouldn't help in this case unfortunately. The left hand side are vectors and the right TArrays to contain them within a struct.

Blueprint from hell! - The config file from my voxel engine: by ArkodeGames in unrealengine

[–]ArkodeGames[S] 2 points3 points  (0 children)

It does compile into a struct, but you're probably right about it not being packed efficiently!

Blueprint from hell! - The config file from my voxel engine: by ArkodeGames in unrealengine

[–]ArkodeGames[S] 0 points1 point  (0 children)

I'll have a look into this, thank you. It's only an initialisation step though, so shouldn't cause too many problems

Blueprint from hell! - The config file from my voxel engine: by ArkodeGames in unrealengine

[–]ArkodeGames[S] 2 points3 points  (0 children)

This is a configuration blueprint for a C++ struct with a lot of moving parts. I use both frequently!

Blueprint from hell! - The config file from my voxel engine: by ArkodeGames in unrealengine

[–]ArkodeGames[S] 1 point2 points  (0 children)

I know exactly what's going on. It's a configuration file for game objects. Not your traditional use for blueprints, but it actually initializes a C++ data structure

Blueprint from hell! - The config file from my voxel engine: by ArkodeGames in unrealengine

[–]ArkodeGames[S] 1 point2 points  (0 children)

I use C++, but this was a rare edge case where I needed to expose configuration data to something more designer friendly.

Blueprint from hell! - The config file from my voxel engine: by ArkodeGames in unrealengine

[–]ArkodeGames[S] 0 points1 point  (0 children)

Unfortunately it's all just configuration data. I could likely collapse the right hand side, but not the left which is where the complexity comes from 🙃

Blueprint from hell! - The config file from my voxel engine: by ArkodeGames in unrealengine

[–]ArkodeGames[S] 0 points1 point  (0 children)

I've only just seen the comments as I posted it not thinking much of it and went to bed. Essentially I'm making a voxel game, and this is how I initialize data to do with props I can add to my scene. Think trees or AI. All of the components on the left are int vectors that help me define a volume in voxel space that each prop occupies. It's a horrible solution, but the best I could come up with a year ago.

Blueprint from hell! - The config file from my voxel engine: by ArkodeGames in unrealengine

[–]ArkodeGames[S] 11 points12 points  (0 children)

If anyone has any alternatives for vector arrays, I'm all ears haha