It can even make cutbacks to run on tablets, pretty well too.įor scripting and scenes, creators can have the original story in their minds, but not have the actual wording in the project. It has built-in settings to automatically cutback on hardware consumption, drawing distances, and textures. The project should also have it's own web page, for submitting concept level layouts or list some of the roadblocks and tasks that need to be taken care of, to help the project.Īlso, The unreal engine will be taking care of running on different hardware. This is why I said for the fans by the fans. A lot of these tasks should be made available to everyone who thinks they can tackle a specific task. Well no one person should be taking on this project. You need to refrain for going "all creative" to the point of no return. You need to give players options and pay very much attention to details. You need to cover a great deal of hardware combinations mostly for entry level video cards. ![]() You need to implement custom User input mapping configurations for all types of supported input devices. You need support for gamepads with force feedback both DInput & XInput. You need a lot of sounds and sound effects for footsteps, world emitted sounds, music, menus etc. You need a lot of 3D models with multiple LOD's to cover both User Options and efficient real time rendering. You need a bunch of animations with all the necessary blends for interactive situations. You need about 90% of the story already in your head because all assets making will revolve around the game's mechanics. all the aspects that need to be covered in the process. It hurts my head only thinking of how much work needs to be put into an actual game. It ends up that way because a lot of the creations are verbatim. you look at a lot of the fan made creations and the butt busting efforts they put into it.it all sadly gets scrapped. without it getting sent to the chopping block. ….And that's pretty much how the kick start project would work. first and second party creators can take a crack at level layouts and mechanics. Classic dialogue boxes bearing buttons to edit dialogue would be ideal. Soundtrack and dialogue (spoken or text) ideally should be left blank, for 3rd party external contributors. making a library of useful assets for everyone to work with would be the #1 kickstarting goal concept. Artists can both be passionate or simplistic in their creations. Ideally The project should be created for the fans by the fans. Made some sample pics using a makehuman based mesh. the program is good for NPCs and can help start main characters. ![]() ![]() ![]() other programs can also be used in conjunction for tweaking the meshes and textures after. Anyways, makehuman also comes with options and sliders to manipulate characteristics. photo shop, or any image editing software can do.Įven though makehuman has basic mesh models to start with, it exports 30-80k poly models that are fully rigged and pose-able ready in the. maya, 3ds max or blender, whichever program that both edits and saves in. Unreal Engine 4 (for the base game engine) making the project open to all artists would be ideal. using parasite eve as inspiration is fine. this would help the project stay afloat or maybe expand. The basic concept of the project would be to create something super close though not really verbatim. (Gamer of the original classic Parasite eve game.) For 2 years I was brainstorming the concept of starting something similar, titled "Project Evil" or P.E.
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