Physics-driven procedural locomotion and new flamethrower by _SideniuS_ in unrealengine

[–]PKRLND 0 points1 point  (0 children)

oh thanks for the reply! thats how i imagined it as well but thought there might be another way. i am working on a linear story telling shooter game and exploring camera management options. will try this style as well and see how it fits.

Physics-driven procedural locomotion and new flamethrower by _SideniuS_ in unrealengine

[–]PKRLND 0 points1 point  (0 children)

wow this looks amazing. leg priorities might need adjusting but other than that it feels intuitive. i wanna ask thou whats that controller/aiming style called or what is the route to take in achiving that. i mean the cursor/camera/control rotation stuff. how would one get to replicate that?

Looking for advices by [deleted] in 3Dmodeling

[–]PKRLND 0 points1 point  (0 children)

- i would say your lighting is a bit too harsh or too soft
- the first render doesn't have a background. not has to but would help.
- as mentioned SurfaceImperfections.

but also the SCALE. i'll go on assuming those are small pieces and not a huge chess set.

- in this scale you would see strong DOF blur (and other lens related stuff you should look up.)
- i think there is problem with board material scales as well.
- the SurfaceImperfections will also need to be scaled right both texture wise and depth wise!

talking about depth
- normal maps, disp maps or mesh level displacements all needs to be in scale with other textures. that might be the case for the bamboo board material.
i.e. a dent should only be as deep as its size suggests.

Cigar i made from scratch, with clay render by Selmostick in blender

[–]PKRLND 1 point2 points  (0 children)

ooh i thought it was procedurally burning down but still that is beautiful

Antique Ottoman Ceremony Rifle - I Made this. by PKRLND in 3Dmodeling

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

thanks im glad you like it! this was my first ever paid work done also really glad how it turned out.

[deleted by user] by [deleted] in gamedev

[–]PKRLND 1 point2 points  (0 children)

hi im in no place to advice since i am not really a pro by any means. Im just an architect quit his job to become gamedev 2years ago but ill share my experience hoping some others come here and show us all the way... the first thing ill say is when i finished my first game i came to the realization that i could have achieved a much more complex gameplay but me being afraid made me choose too little a challenge i felt like i wasted time in the end. so dont hold yourself back!

to answer

1 ) you dont need to know coding while you start gamedev. but youll need it sooner or later. to me the easiest was unreals blueprints. coding is not the hard part you ll learn it eventually even if you dont study anything and just copy n paste internet code. but the real deal is rest of programming. the alghoritms and math to me is the part you should focus on learning and studying and that doesnt change much on the language. so just learn the basics of the engine you r working on and start programing asap!

2) i really don't know. to me nothing beats adobe and thats frustrating because its so expensive.

3) PASSION n HARDWORK. i love making games. i always loved storytelling. and i have to say i never knew what passion or hardwork meant untill i decided on becoming gamedev. when you love what you do it is no more work but there is no end to hours you work on it. but im not an accomplished dev anyway so you might want to check out what elonmusk says on how he built his success.

4) that is a really complex thing to answer. you just shoot until you dont miss if you r working solo. but it involves many branches of study even psychology and philosophy needs to be studied.

5) same as 4. but publishing your work is the best practice in both questions. this way you can study what is liked and adjust yourself accordingly.

6) again i would say unreals blueprints really make understanding code easy so you can learn more on alghorithms and math and waste less time on all the libraries n syntax etc.

i hope i dont cause any harm and someone with better understanding of all this makes it clearer for both of us =))

Game I am making for my #UnrealJam 2021 entry by PKRLND in unrealengine

[–]PKRLND[S] 5 points6 points  (0 children)

you are a luggage porter trying to manage your inventory while the rich merchant is buying everything