Open-world immersive sim with full environmental destruction. RPG, stealth, combat, base building, sandbox. Inspired by Deus Ex, Stalker, Morrowind, DF, Kenshi.
Happy to say I now have the majority of the tech integrated ๐ Holding off on a full reveal until I've got something playable in your hands (the reason I've been quiet).
A few of the pillars now running together in-engine:
- Full environmental destruction. Voxel terrain you can tunnel, collapse and reshape, plus modular, fractured structures
- High-performance deterministic physics driving the entire world, including wheeled, hover and flight vehicles
- 3D fluid simulation. True volumetric flow, crucial for a fully voxel world
- Thousands of active, animated characters with off-screen background simulation (S.T.A.L.K.E.R. A-Life inspired)
- Every object is interactive. Real simulated objects, not set dressing (Morrowind / BRPG inspired)
- Multiplayer ready, built in from day one, not retrofitted
Appreciate anyone who stuck around despite the silence. I will return again this year with screenshots, videos and finally something to play!
@OnceLostGames This has such incredible potential, good luck with it! I'm doing something similar blending procedural and handcrafted, and not to fill out a world but to allow it to be more dynamic.
Procedural NPCs, narrative, dialogue and quests is a tough nut to crack!
@FakeUncleNemo@radshaan Hey I'm a good boy I'm not taking anything! ๐
I've temporarily abandoned the real world and I'm now immersed in building imaginary virtual worlds.
I remember well. It's the reason I bought my first gaming PC. Their aim to be photorealistic at the time or performance due to that is besides the point, those graphics are more than good enough.
The point was we already hit a decent graphical standard back then yet we're still chasing it over gameplay (Crysis is mechanically far better than many modern shooters).
And I strongly believe this obsession is the reason for unsustainable ballooning budgets and shallow games. AAA is in a terrible place and I believe that's one of the driving factors.
Something more surreal. This is another one of the in-game virtual spaces, a kind of procedural wasteland.
These spaces are a lore-friendly way for me to create environments without being constrained to the game's much more grounded physical world.
#UnrealEngine#indiegame
@screentime The reason we don't see more Nemesis-like systems is because it's a tonne of work and complexity for very little commercial gain -- few people indeed care at all about such depth, it is far easier to fake.
@screentime I think it's important to be clear about the patent as there is a great deal of confusion around it. It's for an extremely specific implementation, not the idea; there are 36 claims:
https://t.co/3Ark2tbeXo
Warframe have a Nemesis-like system. Nothing stopping others.
This is what I'm using for reference (Maine, I know it's not Mountain West) and Colorado.
Also very hacky pic of a PCG debug view while attempting to link multiple upper, isolated levels of a terrain (mostly for multi-level road network and bridges).
Teaser for the procedural world generator using #unrealengine PCG. I wish I could show you more, I'm waiting to get all the elements in there first.
This is for the main road network, on top of that secondary roads, dirt roads, and footpaths. Settlements and POIs dotted around. That's just for starters, there is also an underground network of sewers, subways and caves.
I've gone with a smaller open world (at first around 4 sq km) and am going to instead focus on verticality.
btw if you're a dev and you're into PCG I run a fledgling subreddit to collate some of the best content I can find on the subject:
https://t.co/UkzRX1nC5L
..and here's 50 cats with crowd avoidance (note: very WIP anim/blendspace and movement).
If you like cats with guns, have I got a treat for you! If you wondered what a 3D Streets of Rogue would be like, you'll see soon enough.
https://t.co/1xXXDPWtB9
Feels good to be building in a future Mountain West :)
It doesn't feel good to see 4k 145 FPS! That'll be tough๐ . I'm on #UnrealEngine but not nanite or lumen, hoping to squeeze more perf that way.
This is a very rough test scene, lots more on the way this year!
@Rookie_425@boomshootart I agree. I have kinetic and energy weapons in my game and decided to play them against each other, i.e. mechanical weapons are much more reliable, tech weapons can be hacked and exploited remotely.
It's all about the intended experience. Reality would be boring; drones, robots.
@rileyb3d@RyanLaley For PCG:
Procedural Minds
Aziel Arts
Adrien Logut
renderBucket
DK 3D
JBarlowTraining
Tan Henry
All Things GAME
Adrian Pan
CodeLikeMe
Yazan Hanna
I have their PCG playlists linked on /r/UnrealProcedural subreddit here: https://t.co/goIl946H9F
@thomasbrushdev Can you not heavily modify premade assets to make them your own?
What about the thousands of hours of programming still required? Are you suggesting to model, texture and animate from scratch?
Great games stand out regardless of asset usage. All about gameplay :)
@DMeville Ahh, unfortunate that attach won't work :/
Time for me for make a fishing rod! :P I wish I knew offhand. Hopefully it's the RefreshBoneTransforms you were talking about. Interested to know myself now!