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  1. #41
    The Sacrifice
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    Alright everyone, here is the video of the bow being equipped in inventory, and the bow being equipped and de-equipped on the player. This equipping/unequipping system is part of a "Quick-Slot System", where when you drag a weapon onto your hand slot in inventory, that movie will let the HUD movie know that this item has been equipped, and when you click the Quick-Slot for that item, it will equip/unequip it, depending on the value of a variable.


    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  2. #42
    The Sacrifice
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    Right now I am working on the melee combat system and implementing shields. This is more difficult than I had imagined(implementing shields). So far I have thought up of a system that uses a real-world collision model(the player has several different collision models that coorespond to the joints and ligaments of the character, such as one for the arms, one for the lower arms, one for the torso, etc.).

    The shield is an actor that has a collision model, and when a "sword" weapon traces actors, if it traces the shield actor an animation will be played on the "owner" of the shield, and on the pawn that hit the shield. The shield itself is attached to the player via getting a "shield sockets" position that is on the player, and updating the location of the shield actor via the tick function to the shield socket's location.

    Upon initial tests, this system works just fine. However, I was not able to implement the multiple collision models on the player, but it does what I want it to(if sword collides with shield, don't let the sword proceed any further, play an animation that "bounces" the sword off the shield(as in the real-world), and if the player is turned away from the pawn that is attacking us, then apply damage to the player.)

    The shields will also be able to take damage, and if they "die" then you will loose the shield.
    Last edited by LordNelson7; 05-10-2012 at 10:01 PM.
    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  3. #43
    The Sacrifice
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    I've figured out a good bit about the combat system. I don't think that it is possible to have multiple collision components(someone please correct me if I am wrong), however, I have thought up of a way to do the melee combat system.

    I have been working on the archery combat system as well. I have it almost figured out, and I am working on particles now. I will upload a video of this system very soon for you guys to check out.
    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  4. #44
    The Sacrifice
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    Ok everyone, here is a video of the archery combat system.

    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  5. #45
    The Sacrifice
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    Let me know what you guys think of the archery combat system(any room for improvement, etc.) Thanks for watching.
    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  6. #46
    The Sacrifice
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    I am working on the main menu and the camera for the main menu now. I will upload a video of it soon.
    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  7. #47
    The Sacrifice
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    I'm preparing for the Alpha release! Wow, and I haven't even thought up of a name for the game yet.
    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  8. #48

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    Wow, this project looks amazing. I'm just getting into using the UDK, and I'd really be interested to see some of the behind the scenes work that made, well, everything possible.

  9. #49
    The Sacrifice
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    I will eventually make a behind the scenes trailer of how I made the game, but that is in the future. If you have any questions on how to get started you can pm me or leave a post on this thread. Thanks for the complement!
    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  10. #50
    Deathless
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    the Archery system looks pretty nice so far. I like the feeling of it and the sounds. my only comment would be the camera, it's a little too low so it blocks the view too much for a system with shooting.
    also, the quick equipping/unequipping seems to happen too fast. I don't know how much of an 'arcade' game you're trying to do, but a half-second weapon swap is too fast even for UT3, not to mention your game is medieval

  11. #51
    The Sacrifice
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    I was going for a quick weapon swap, ala Arcania: Gothic 4, because too slow weapon swap only irritates the player. I have tried a slower system and I didn't like it. I will implement the camera movement(such as in Gothic 4) to zoom in a little more on the point at which the player is shooting the bow, to give a more "personal" feel to the archery system. Thank you so much for the reply and the kind words! I have actually followed many of your tutorials( I especially like the dismemberment one) and I really like the way your game is going as well! Thanks again!
    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  12. #52

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    Looking awesome so far! Really cool and creative idea, and it seems like it's coming along nicely. I sent you a pm, so check your inbox.

  13. #53
    The Sacrifice
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    Thank you all for the complements, and I responded to your pm BullyModder123.
    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  14. #54
    The Sacrifice
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    I have improved the castle with an outer wall and better visuals, with houses and decorations inside the walls. There are also several villages on the outskirts of town, with random roam AI.

    I have been researching a way to make the AI randomly roam and have tasks based on their location and time of day. The AI weapons are now unequipped(on their sides) if they are not in combat mode, and the default move animation is "walk", and ground speed is modified so that they randomly walk to a location around their original position(starting location).

    When an enemy comes within range(determined by the integer "relation" with that checked pawn) the AI will set his ground speed up, set move animation to run, then equip weapon and either fire at the enemy(if weapon equipped is a bow), or move to melee attack range(if weapon equipped is a melee weapon), then attack.

    The locations are farm, house, bar, and others to follow. The AI will travel to that location, when he arrives at that location, he will perform an action. Farm is harvest, house is go to bed(if in the night), eat, and sit down, and bar is drink.
    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  15. #55
    The Sacrifice
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    Very good. Everything is good but i think that you might have to add a little detail into the UI and the character. Im not saying you have to but i think it would be somthing that you should put into consideration.
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  16. #56
    The Sacrifice
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    I am creating a wizard character now and improving the textures of the warriors nude body. I will eventually have robes that flow in the wind(cloth simulation). Thank you for the complement!
    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  17. #57
    The Sacrifice
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    I am finished with the AI implementation and the Wizard Character and both will be in the Alpha. There will be one major city and several smaller towns in the Alpha, with around 10 quests. I am working on a character customization system now with 16 different hairstyles, 4 different mustache styles, and 12 different beard styles.





    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  18. #58
    The Sacrifice
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    Alright, everyone, here is some music from the game custom composed by Iain Polson from Polson music.

    Last edited by LordNelson7; 06-20-2012 at 11:43 AM.
    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  19. #59
    The Sacrifice
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    Here is the working intro for the game

    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  20. #60
    The Sacrifice
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    The story behind the game has officially changed, and a name has been assigned to the game.

    There are no longer any fantasy creatures in the game(such as orcs elves and dwarves). This change was made because these fantasy characters did not fit with the story in the game. There have been a few changes and additions to the story behind the game. Magic has been taken completely out of the game as well, but an exciting new feature has been inserted: Traditionalism vs. Technology. I will explain the modified story over the next few weeks, as well as the factions and new factions in the game. There is a wild west/medieval feel to the game now(depending on what city or town you're in, as some towns/cities support Traditionalists and some support Technologists).

    The basic aim behind the game now is to solve a 400 year war between two factions, The Empire and the Imperial Rebels, or become a King yourself and destroy these other factions(or not). There are also dozens of other side quests to go along with the dozens of main story quests.

    Traditionalism uses the old ways(swords, bows, and human work), while the Technologists use the new ways(guns and machines), and this is also another war that is taking place in the game.

    And here is the new map of the game world. Thanks for looking everyone!

    Last edited by LordNelson7; 08-04-2012 at 07:19 PM.
    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  21. #61
    MSgt. Shooter Person
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    great work

  22. #62
    The Sacrifice
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    i like the previous video you made, nice intro movie.
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  23. #63
    The Sacrifice
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    Thank you all so much!
    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  24. #64

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    Awesome work, can't wait to see more updates

  25. #65
    The Sacrifice
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    Some new screens everyone!








    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  26. #66

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    Great Job! It looks awesome! and how did you do the dialogue system?

  27. #67
    The Sacrifice
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    I used an existing system as the base, then improved on it with an input of custom animations on a skeletal mesh tied to a particular dialogue option(like when you click this option, this animation is played on this character) and it's all done through Kismet for simplicity and ease of use.(Kismet and Unrealscript integration)
    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  28. #68
    The Sacrifice
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    Hey everyone check out my official KICKSTARTER project FOR THE EXCLUSIVE CHANCE TO GET YOUR FACE AND NAME IN THE GAME!

    http://www.kickstarter.com/projects/...ently_launched
    Last edited by LordNelson7; 08-16-2012 at 05:09 PM.
    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  29. #69

    Default

    Nice Job, try to add more level of details and better lighting

  30. #70
    The Sacrifice
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    Thanks for the tip!

    My Kickstarter project is up and going! You can GET YOUR FACE AND NAME IN THE GAME, PLUS TONS OF OTHER COOL STUFF CHECK IT OUT!:

    http://www.kickstarter.com/projects/...ently_launched
    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  31. #71

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    Quote Originally Posted by LordNelson7 View Post
    I used an existing system as the base, then improved on it with an input of custom animations on a skeletal mesh tied to a particular dialogue option(like when you click this option, this animation is played on this character) and it's all done through Kismet for simplicity and ease of use.(Kismet and Unrealscript integration)
    Ok Thanks. I was hoping to do something similar and was curious how people were doing it. When will you be releasing your beta?

  32. #72
    The Sacrifice
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    The beta will be ready for playtest at the end of this year(December 2012). To get ADVANCED ACCESS to the BETA TEST TEAM check out my Kickstarter project below:

    http://www.kickstarter.com/projects/...ently_launched
    Last edited by LordNelson7; 08-18-2012 at 11:57 PM.
    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  33. #73
    The Sacrifice
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    Hello again everyone! I'm beginning work on a new melee combat system. Soon I'll show some new static meshes(props and buildings) that I've implemented.

    Don't forget to check out my game project on Kickstarter and pledge your support(I can't do it without you!)(plus there's cool rewards, like your face immortalized forever in the game and your own private in game castle)

    If the Kickstarter campaign is successful, I'm going to implement horse combat and tons of other cool features!

    http://www.kickstarter.com/projects/...ently_launched
    Last edited by LordNelson7; 08-19-2012 at 12:03 AM.
    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  34. #74
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    Good luck with kickstarter!!
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  35. #75
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  36. #76
    The Sacrifice
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    Alright! Heres the new melee system!


    Don't forget to check out my game project on Kickstarter and pledge your support. Thank you all so much!

    http://www.kickstarter.com/projects/...ently_launched
    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  37. #77
    The Sacrifice
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    More updates! I am designing a new website and some new types of armor, clothing and buildings!





    Check out our project on Kickstarter and YOUR FACE could be on this Knight! Thank you all so much!

    http://www.kickstarter.com/projects/...ently_launched
    Last edited by LordNelson7; 08-23-2012 at 12:21 PM.
    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  38. #78
    The Sacrifice
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    We've finished our new website!

    http://fortisrexthegame.com/
    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  39. #79
    Redeemer
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    Great work you got there ! really nice

  40. #80
    The Sacrifice
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    Some new armor types everyone!

    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877


 
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