SpaceFabric
02-19-2010, 02:50 AM
Greetings everyone!
Well, I am quite new to UDK and I must say it's wonderful! I've been programming for several years in C++, using DirectX, Win32, OpenGL and bunch of other libraries/APIs, even worked on a game engine, however nothing gave me the visceral visuals and possibilities as Unreal Engine 3. Understandable, since has been in development for over 10 years. It's been sort of a dream for me to work with it (with the possibility of getting a standalone game at the end, mind you) and once again: Thanks, Epic Games! You did a splendid job.
Now, back to to the project. As I am an avid gamer above all and the last game I played was Mass Effect 2, my tech side tried to dismantle everything I saw in the game, the cylinder used as a "sky" on Omega outside Afterlife, the beautiful Illium. So I left my game engine project for a while and started learning about UDK, UnrealScript. And hence I got "UnitedEarth" (don't mind the working title, I had to call it something).
I've done some workarounds with the space scene, for example, the planet itself, or better the sphere mesh is not rotating at all, saving me the trouble of making it a dynamic object and kicking around unnecessarily in Kismet and thus Matinee. I just animated the material, every texture moves with a certain offset to the right, and the clouds are a little faster than the rest.
For the city scene, as it is a preliminary scene, I used the geometry offered within UDK which sufficed and a few materials of my own for the glass (not finished) and the walls.
What's next? Well, I am working on importing meshes I've been working on in 3ds max and placing them around, adding some interactivity, enabling more post processing, adding in a Sun, crowd network with flying cars (not the annoying Illium sounds of cats whisling xd), a couple of particle systems, replacing existing geometry whilst keeping the organization. And after that comes what I've been working on for the most part, hopefully it'll work. Yup, cinematics with skeletal meshes, with some voiceover and lipsyncing with FaceFX, and then adding two different paths "it can go down" and allowing the player to choose in a MassEffect-style. Of course, I'm working on it initially through UnrealScript with plans to integrate it within Kismet. But, you know... Res, non verba.
Here's the video, I'd recommend viewing it in 720p:
http://www.youtube.com/watch?v=RmgeVADcBA8
If you are interested, I'll keep you posted. I'd appreciate some feedback, ideas on how to improve. Much obliged. The song in the background is called "All Is Violent, All Is Bright" by God Is An Astronaut, used with permission from the band. And yeah, the project is non-profit, of course. Nevermind the comments on the video if you don't understand them, Croatian language. =)
Well, I am quite new to UDK and I must say it's wonderful! I've been programming for several years in C++, using DirectX, Win32, OpenGL and bunch of other libraries/APIs, even worked on a game engine, however nothing gave me the visceral visuals and possibilities as Unreal Engine 3. Understandable, since has been in development for over 10 years. It's been sort of a dream for me to work with it (with the possibility of getting a standalone game at the end, mind you) and once again: Thanks, Epic Games! You did a splendid job.
Now, back to to the project. As I am an avid gamer above all and the last game I played was Mass Effect 2, my tech side tried to dismantle everything I saw in the game, the cylinder used as a "sky" on Omega outside Afterlife, the beautiful Illium. So I left my game engine project for a while and started learning about UDK, UnrealScript. And hence I got "UnitedEarth" (don't mind the working title, I had to call it something).
I've done some workarounds with the space scene, for example, the planet itself, or better the sphere mesh is not rotating at all, saving me the trouble of making it a dynamic object and kicking around unnecessarily in Kismet and thus Matinee. I just animated the material, every texture moves with a certain offset to the right, and the clouds are a little faster than the rest.
For the city scene, as it is a preliminary scene, I used the geometry offered within UDK which sufficed and a few materials of my own for the glass (not finished) and the walls.
What's next? Well, I am working on importing meshes I've been working on in 3ds max and placing them around, adding some interactivity, enabling more post processing, adding in a Sun, crowd network with flying cars (not the annoying Illium sounds of cats whisling xd), a couple of particle systems, replacing existing geometry whilst keeping the organization. And after that comes what I've been working on for the most part, hopefully it'll work. Yup, cinematics with skeletal meshes, with some voiceover and lipsyncing with FaceFX, and then adding two different paths "it can go down" and allowing the player to choose in a MassEffect-style. Of course, I'm working on it initially through UnrealScript with plans to integrate it within Kismet. But, you know... Res, non verba.
Here's the video, I'd recommend viewing it in 720p:
http://www.youtube.com/watch?v=RmgeVADcBA8
If you are interested, I'll keep you posted. I'd appreciate some feedback, ideas on how to improve. Much obliged. The song in the background is called "All Is Violent, All Is Bright" by God Is An Astronaut, used with permission from the band. And yeah, the project is non-profit, of course. Nevermind the comments on the video if you don't understand them, Croatian language. =)