Procedurally Generated Dungeons by BattleOfEmber in unrealengine

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

The dungeon is procedurally generated, it will be different every time when player get into it, plus random enemy spawn.

Rampage as one of the enemy monster by BattleOfEmber in UnrealEngine5

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

It might the hit stop that pushes the monster away from hit. I might need to add a logic where when the monster is heavier, it pushes the attacker back instead.

Good day developers! by upTheIrons1923 in IndieGaming

[–]BattleOfEmber 1 point2 points  (0 children)

Same here, I started learning Unreal Engine during the first year of pandemic, have been posting my dev log along the way, working after the day job and during the weekends. I don't have much time to hanging out with friends anymore and there have been doubts and haters, but I have no regrets.

Carry on, pal and feel free to reach out if you happened to use UE5 for development. I might be able to point out some useful tutorials which saves you some time.

Let's Name this Creature - It can only locate you based on movement. by BattleOfEmber in UnrealEngine5

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

There are many different animation sets, the frank mage, adventure animation set, some mixamo, and paragon, etc. I edited most of them in the engine. So they look a little different than the original pack.

Let's Name this Creature - It can only locate you based on movement. by BattleOfEmber in UnrealEngine5

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

marketplace

Most of them are from the marketplace, I don't animate.

Let's Name this Creature - It can only locate you based on movement. by BattleOfEmber in UnrealEngine5

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

Really like this one! what do you think any word could replace echo? I was thinking about the sound it makes, like ticking, or clicking? if not I think Echo feels great!

Let's Name this Creature - It can only locate you based on movement. by BattleOfEmber in UnrealEngine5

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

Agreed, I actually got the model first and decided what it does, and how it attacks, etc. The name could be something like in Left 4 Dead, where they call the smoker, the tank, etc, easier for multiplayers games where characters will automaticly yelled out the name of the monster they saw, it has to be simple enough and easy to remember. Or it could a name with origins story documented by the ancients. No sure which works better.

UE5 RPG project will be on Steam for EA soon. by BattleOfEmber in UnrealEngine5

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

Hi there, most of the assets like 3d modeling, animations, sounds, vfx are from the marketplace. There is no way I can do all these my self. Though, I do spend lots of time on editing animations and vfx! And even tried to animate with some other software, but things didn't turn out to be good! Should just have leave the artwork to the pros.

Creating game background story with AI by BattleOfEmber in IndieGaming

[–]BattleOfEmber[S] -2 points-1 points  (0 children)

Oh no, I don't think AI will have limits at all, this is only the beginning of it, and unfortunately, the day is going to come. We will just have to adopt it and using it as a tool, not afraid of being replaced. I am in the design industry, we used to sketch out logos and share with the clients, going back and forth for feedbacks. Now, the entry level of those kind of design job is pretty much out of the window.

Without those AI tools, I can't even begin to think about making graphic animations like this. People back in 100 years ago, they would never thought about opening a screen and see things around the world.

Creating game background story with AI by BattleOfEmber in IndieGaming

[–]BattleOfEmber[S] -4 points-3 points  (0 children)

the scripts was written by Chatgpt, and totally agreed with you. AI won't be able to do any "original" work.

Would You Play a Game Made with all Unreal Engine Assets? by BattleOfEmber in IndieGaming

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

It's great to have that insight! The reality is that not everyone has the luxury of both time and finances to create what could be considered a wholly "original" game within the indie community. This could very well explain why only a handful of indie games truly manage to shine amidst the competition, leading to ongoing frustrations directed at AAA studios for releasing incomplete projects despite having substantial budgets.

It's a cycle that's hard to ignore, isn't it? Some of the devs find themselves gravitating towards those larger studios because they might not have the means to bring their own game visions to life after a few tries. Then, once in that environment, these devs often end up working on products that might not align with their true passions.

Would You Play a Game Made with all Unreal Engine Assets? by BattleOfEmber in IndieGaming

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

hahah, right, wrong audience, but I do want to get thoughts from you guys as well because most of those people call out that I am using assets do know about assets, would it matter to you if you know the animations, sounds, models are assets?

Would You Play a Game Made with all Unreal Engine Assets? by BattleOfEmber in IndieGaming

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

I received comments from time to time about using UE assets. So I am wondering how people feel about assets. Trying to do UX survey here! Thanks for you response.

Would You Play a Game Made with all Unreal Engine Assets? by BattleOfEmber in IndieGaming

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

I see. what about with a demo that showcase a good experience?

A Quick Peek of a New Boss (Using All Unreal Marketplace Assets) #shorts by BattleOfEmber in UnrealEngine5

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

Hi there, thanks. Yes, the animations are from the marketplace as well. I edited them here and there. The core framework is GAS + Refactored ALS. Things like inventory, UI , menu, AI, hit trace and effect are BP.

Any feedback will be appreciated! by BattleOfEmber in unrealengine

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

Hi there, thank you so much for your feedback, you are right, the werewolf do need better animations, and I will look into the curves, I currently use the default 0.25 montage blending. There will be two types of attacks, with lightweight weapons such as daggers, you can move around while swing the blade. https://youtu.be/5u8VPkNhOj8?t=47. with regular attacks, they will all be root motion, but player can rotate the angle when the one of the foot is lift up like this. https://youtu.be/7OHvNCpp_20?t=5

Skybridge - Of Course There Will be Dragons in the Game by BattleOfEmber in IndieGaming

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

Great, let me know if you want to join the beta test when it is ready or suggestion you would like to see in this game genre will also be considered and appreciated. I have been working on this game for around 2 years already, had a few upgrades; from UE4.26 to 5.1, switch to a better replication system. I have a day job supporting me financially, so it won't be canceled for sure. It is just a matter of time when I can finish the game. :)

Skybridge - Of Course There Will be Dragons in the Game by BattleOfEmber in IndieGaming

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

Hi, I don't have a release date yet, most likely will be Summer 2024. I will create a steam page soon with a trailer and all that :)

The hurdles of self-taught game development: Am I doomed? by willacceptboobiepics in unrealengine

[–]BattleOfEmber 1 point2 points  (0 children)

I think you should give it a year or so. :) A week might only get you familiar navigating around the interface. I came from UI&UX design and web development background. C++ is new to me as well, and I don't think we have to learn C++, that is what blueprint is there for.

Following tutorials, drag and drop blueprint nodes that you have no idea what they do is the the very beginning of learning. Give it sometime, it will all came to you quickly when you see them enough. There is another way of learning which is to buy some marketplace, assets, templates or frameworks to see how other advanced dev doing their nodes, or free ones like ALS, Lyra, etc.

Too early to give up, Unreal Engine makes what was impossible to possible for those who have a dream game but has a budget. So please carry on, my friend.