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UDK Hack-Slash Game Project

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    UDK Hack-Slash Game Project

    Hi, I'm working on a small HS game using UDK.

    Would be great get some outside opinions since I don't have developers near, I'm certain that this can make the project grow a lot.

    Here are the first visual tests (got from editor):

    [shot]http://i156.photobucket.com/albums/t22/creasso/UDK/Far_Camera.jpg[/shot]

    [shot]http://i156.photobucket.com/albums/t22/creasso/UDK/Near_Camera.jpg[/shot]

    Cursor is "photoshopped" just to mood analysis since I didn't the UICode yet.

    Thanks in advance!

    #2
    that looks delicious!
    First view: "Wtf D3?"
    but that was just the sand thing.

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      #3
      Looks kinda cool so far

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        #4
        nice model you got there ) , any videos?

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          #5
          looks good so far. Keep up the good work, look forward to seeing more.

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            #6
            Thanks guys, I'll keep the updates.
            @Forsaken, tx I must confess that you made my day with your comment)
            @ellement, No videos yet, I have a large temple to texture first

            Best wishes

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              #7
              Update - The Cave

              Following the bridge,the player will enter a small cave segment:

              [shot]http://i156.photobucket.com/albums/t22/creasso/UDK/Cave_Shot.jpg[/shot]

              Also, I began to deal with the collision:
              [shot]http://i156.photobucket.com/albums/t22/creasso/UDK/Cave_Collt.jpg[/shot]

              I think that I'll need add more assets to the cave after, any suggestions?

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                #8
                Looking great so far! A decent camera and a custom character, that's half the battle!

                Keep going!

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                  #9
                  Looking Very Good , Love the Camera Angles

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                    #10
                    I agree with other, very nice renders !

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                      #11
                      Nice renders. Keep it up

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                        #12
                        Going Under and Under...

                        Hi guys! Thanks by the incentive

                        Well, proceeding deeper and deeper in the cave we start to see that the cave is the access to some ruined temple:

                        [shot]http://i156.photobucket.com/albums/t22/creasso/UDK/Temple_Entrance.jpg[/shot]

                        The building start to become more complex while advancing:

                        [shot]http://i156.photobucket.com/albums/t22/creasso/UDK/Corridor_Shot.jpg[/shot]

                        I'm starting to notice that the difficult part is get a "themed" asset set, I'm trying to keep the art direction in few color (alike D1 and D2)... The challenge is do this while keeping a nice contrast and detail.

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                          #13
                          Have you had a chance to run around in the level? Or are you still setting up the level before you start running around?

                          I'm also assuming this will be a 3rd person H&S? Or will you try to do it first person?

                          I like the renders and scenes so far. I'd like to see how it looks from the view of the player (how light/dark the scene is, how easy is it to tell where to go, so forth)

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                            #14
                            Thank you guys! I'm dying to finish a nice looking level to implement gameplay lol.

                            @Claite
                            - I'm doing the tests with the Play from here, but just to check if the pawn can walk trough the path.
                            - Yep, it will be a 3rd person H&S, no 1st person option.
                            - The scene will look alike the renders, but of course with another light threatment, to such environment I'm thinking in work a bit with torches and candles to create a more evil mood... `^^ยด

                            Comment


                              #15
                              Why do you aspire to use few desaturated gray/brown colours? It is a theme, yes but I am wondering why you decide to go with it.

                              Im all forth using few colours to build a strong theme, but using few colours of the same pallete with little to no contrast doesnt make much sense to me. Making the world "gray" is one way of getting a dark, depressing look but that can be achieved by using certain colours as well and you will get a stronger visual impact through contrast, not to mention better material response. Remember that Diablo 1 and 2 are sprite games - they didnt have material response other than colour maps but working in UDK that has better lighting and better material response. You can do so much more with materials in UDK than blizzard could do with Diablo 1 and 2.

                              I dont mean to lecture you, im sure you know that UDK has better tech than diablo 1 and 2 And know this when you read my comment, I am sick and tired of the "next gen" desaturated look, and I am deeply coloured by my distaste for it (pardon the pun). I love strong colours and clear visual themes, I love expressive environments. You clearly have skills as displayed by your work, but i dont think you do yourself or the project justice by going for a desaturated look.

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