- 8,456
- 3,577
Update:
So I lied and didn't take a break from map stuff.
The floating islands have been a huge WIP, questionmark, and concern from Day 1 when I decided I wanted them in my game. Originally they started as very small and would have maybe 3 tiles (of the 89) on the islands. A couple months ago I said I was working on a massive update and it would be "awesome":
I posted an update (above), showing some wide shots of the block-out, but no detail.
Since then, I've been building out the islands and have completed a "first pass" on them all. I'm pretty happy with the results, they are far from polished, but much more closely match my vision.
(The character here is a little stiff, will fix in the future)
I recommend watching at 1.25x (or faster) speed for the running parts at least. Also muting or turning down the volume a bit (footsteps/breathing are bit loud and mundane, also the music isn't the most ideal).
Notes:
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Now I'm most likely refocusing on other items for a bit.
Same list from 2 months ago is at the top of my priorities:
So I lied and didn't take a break from map stuff.
The floating islands have been a huge WIP, questionmark, and concern from Day 1 when I decided I wanted them in my game. Originally they started as very small and would have maybe 3 tiles (of the 89) on the islands. A couple months ago I said I was working on a massive update and it would be "awesome":
Lastly, I started on a massive update to the map which will be the biggest & most ambitious update yet, so we'll see how that goes... It'll probably be weeks/months to realize my goal here, but I'll likely post some progress updates throughout. I think it's going to be awesome.
I posted an update (above), showing some wide shots of the block-out, but no detail.
Since then, I've been building out the islands and have completed a "first pass" on them all. I'm pretty happy with the results, they are far from polished, but much more closely match my vision.
(The character here is a little stiff, will fix in the future)
I recommend watching at 1.25x (or faster) speed for the running parts at least. Also muting or turning down the volume a bit (footsteps/breathing are bit loud and mundane, also the music isn't the most ideal).
Notes:
- This is supposed to be a territory control game where you run around capturing "tiles". There are 89 total tiles and now 11 of these are in the clouds (on floating islands).
- I like the idea of the islands for a couple reasons:
- The land here will be the most desirable (contain the greatest benefits for your team)
- The portals/bridges offer some natural chokes which will force more combat. Forcing combat without utilizing a "circle" is something I consistently dwell on.
- Some strategy involved with trying to take the islands, but leaving your grounded-tiles defenseless.
- Under the islands will be a wide expanse of land with no main objectives (might add a resource objective), but can control the main portals that take you to the islands.
- Will force teams to pass through (or go up to the islands) and not dwell in the middle of the map much. Either fighting on islands or in enemy territories.
- Will force teams to pass through (or go up to the islands) and not dwell in the middle of the map much. Either fighting on islands or in enemy territories.
- Everything is very rough and unpolished. There are numerous graphical elements I'd change given enough time & money.
- I wanted a floating "city" in here somewhere but it'll need to wait for another time. I'm scrapping this idea until some future point where this "game" actually becomes something (if ever).
- Clouds. I wanted to feel like you were in the clouds. Volumetric clouds are risky due to performance issues. Most games use simple planes with an animated texture. First try was using a bunch of these, but I was not achieving the effect I wanted. I searched all over for a "Cloud solution" and finally came upon one from a Sky Asset I found. I acquired the asset and ripped out the cloud portion and added it to my existing sky. It works pretty good, performance takes a little hit, but I'm still running around with 60-70 fps (in the editor). This is usually decent and should be better in a packaged build.
- Height & Size. Distance is a big deal in games, but I really wanted to feel like these landmasses were huge, and high in the sky. They are pretty damn high! But there are some issues with rendering objects that far. I need to decide what should be actually seen, without hurting performance too much.
- Making the islands match the rest of the map was a big deal to me too. I wanted to continue using UE4's landscape tools and not model the island completely. Utilizing landscapes allows me to make quick changes to the terrain, keep the same texture as the rest of the map, and also benefits performance. So the Islands are utilizing some additional "floating landscapes".
- Water. I always love the visuals of waterfalls from floating islands, seems common in most fantasy imagery. Waterfalls were easy enough as I already had the assets, water was also easy but unfortunately can't be consistent with my ocean water. It's a different asset, very basic, but looks good enough.
- Right now there is no fall damage, so jumping from them is fine. I'm debating how to handle this in the final game.
- Preferably I don't want fall damage in the game
- I could continue to allow jumping off, but it seems "weird". Also bypasses the Portals (choke points) I've been trying to create
- I may add a "portal" in the sky that warps you to a spot if you jump off.
- Or I could add invisible walls that prevent jumping.
- Not a huge priority atm to solve
- Bridges. They are a quick solution for now without requiring portals everywhere. The bridge asset is good but not what I'd consider ideal for floating islands. The supports just float in the air instead of being grounded. Ideally bridges need to be custom-modeled for this environment. I went with the quicker method for now.
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Now I'm most likely refocusing on other items for a bit.
Same list from 2 months ago is at the top of my priorities:
- Hit Scan ability template & implementation for the few gun-users that are in the game.
- Win Condition(s) need to be created & implemented
- Resource Deposits / Acquisitions
- Experience Gain implementation
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