A list of puns related to "List of Unreal Engine games"
I have a friend who works in video game design, and I am very into video games myself, but I have 0 idea how the coding of games actually works. I understand that publishers work with studios who use engines, but how do engines themselves actually work? is it through coding language, something more complicated, or something simpler?
so this is speculation to the fullest but what if just like yesterdays announcement of machine games new indiana jones game with an lucasfilm ip and arkanes fantasy game rumour might also be an ip from lucasfilm if so what could it be ?? star wars is science fiction right or could it also be a fantasy game ??
so i recently, started looking at tutorials, i want to make a game in VR inspired by 7 days to die, i love that game and would like to create that game.
i have so many ideas in my head, physics base combat, kinda like the new the walking dead game and blade and sorcery, i want to use the world as a weapon, make everything interactive (flower pots, chairs, doors, etc) and use them as weapons.
i know its a huge ambition and i need to learn allot to make this happen.
if anyone can provide tips or tutorials, that would be very appreciated.
I work in film as a set designer and create many sets, most small and simple, but occasionally, we need to create multi-million dollar sets that are essentially an entire building (like a house, but in a studio space). And we don't see the outside of it, only the inside--so no need to create an outdoor environment--only backdrops). It would be great if I could take my model created in Rhino and import to Unreal to render/light/materials and create an online walkthrough that allows the producers/directors/etc to use simple arrows to walk through and look around the set through the internet. This would be really great..I have a set right now that I would love to do this with.
Is this possible? Or would I have to host the walkthrough on my computer? Are there any examples that you can point me to so I can learn how to do this?
Thank you.
Hey All!
It's been 90 days since I started Game Development (and more specifically Unreal Engine 4).
Here is Day 90's progress, recorded today
Here is Day 30's progress, recorded May 29, 2019
WHAT I'VE LEARNED
WHAT WOULD I HAVE DONE DIFFERENTLY
THOUGHTS
https://www.youtube.com/watch?v=ZqjMCAZLiRc
Download game demo: http://bit.ly/2Tjw0D4
This is a test of a prototype game I am working on, based on Dave the crash test dummy and his life through his job. It is a tough job, but someone has to do it. Hopefully I can make an open world game out of this if people is interessted. Tell me what you think and let me know if this could be a fun game for you to play!
there is a bug with unreal engine that mess with wmr headsets view, a lot of the new games are using unreal, and some of old games are updating their engine to using latest unreal which mean no wmr support.
just a warning to everyone, don't buy games from stores who don't offer refunds, and before buying any game check the steam community for info about wmr support, its doesnt look like it gonna be solved soon.
the last week I hit a streak:
So I don't know how many are gonna care about this but here goes:
I had a light-bulb moment yesterday; why not try and use the UE4 Developer Console unlocker on Deliver Us The Moon and see if it would be possible to run some console cvars from the official Unreal Engine documentation to enable HDR for my HDR capable monitor, and to my surprise it 100% worked!
I then also tried a few of these cvars on Conan Exiles and it also worked there (and was easier since that game didn't disable the console i.e. no need for the unlocker), so there's a chance that more Unreal games would as well. I'll make sure to share the cvars that worked for me on the PC gaming wiki for any interested. (I've already added to Deliver Us the Moon wiki page.)
Edit: turns out you don't even need the Console unlocker, can just put these cvars in the Engine.ini
Thinking about PUBG, Ark, Scum, etc. Why do so many Unreal Engine games release with such bad desync and low FPS, some never overcoming the issues? I understand the developer is definitely at fault, but is that the sole reason, or is UE4 just not great for large-scale online games? I've been developing on UE4 for almost four years, but I don't do replication at all, so I really don't know the answer myself.
Thanks!
Just curious
Hi! We're a small team in Tokyo and we're doing VR games in Unreal Engine. Every weekday from 10am to 7pm JST (Japanese standard time) we're streaming what's going on in our office on Twitch.
We just released a game called Mr.Hack Jack: Robot Detective and we just started working on a new, very different project.
Feel free to tune in and say hi!
https://preview.redd.it/wkagnhok29531.png?width=1299&format=png&auto=webp&s=74739ed48bdda60770bded899179fe3790338710
I've been spending alot of time reading the unreal engine manual to learn more about their coding standards and also spending alot of time going through the UE4 library to find the right classes and object to make something work. I barely wrote any code and UE4 pre-populates for me often.
Is this how it works in the professional environment even outside of game development?
(This are just my thoughts and opinions and I just seek to expose my point of view to see if people find in FFXV more than was found in the classic ones. Sorry for confusing or bad english, not my main language :) )
So, to be honest: I found FFXV a little.. crappy.
I see some stuff that make it feel like a final fantasy like graphic quality/art. Music is also good. Technically the car driving and the world are very good. Battles are "almost" good because the camera is not working well in this system.
But it is not just the same as FF1 - FFX. Games feel like CONCEPTUAL TESTS. I would prefer a game like final fantasy 7/8/9 with isometric view, good camera angles, world map, more content/story and an engaging turn based gameplay, as that is not dead. All that with ultra buffed graphics, animations, realtime rendered in Unreal Engine 4. For example instead of prerendered scenarios it could have real time rendered and animated, that nowdays with UE4 could be very beautiful.
Why change every time the game to try to adapt to the future (since FFX)? We could have an old fashioned world map in terms of behaviour, but upgraded with edge cutting UE4 graphics and new kind of interactions, etc (more vivid).
I feel that each more SE tries to make a new REVOLUTIONARY FF CONCEPT UP that are just a taste of the real ones.
I truly don't understand the urge of that completly make everytime a new game formula, it just goes out of bounds for me..
I can imagine gorgeous Active Time Battles with the old mechanics and still very engaging.
I don't even mind a bit weaker graphics, but as SE likes to be on top graphically, so better, but do not take 70% of the identity of the main games!
What I'm talking is something like a FF7/FF8/FF9 or even FFX (or even FF1/FF2/FF3/FF4/FF5/FF6) but everything in ultra chrisp real time. And instead of losing all money and energy making ultra realistic car-driving worlds and advent children battles, just do it the old exploration world with time to focus on building assets and history. Battles like in 7/8/9 but ultra high graphics and some extra mechanics. Nothing more than this. The epicness comes from the neverending emotionally driven story, a lot of varied scenarios with beautiful camera angles, the exploration freedom, the ATB, the music, the graphics, etc. - NOT FROM THE TECHNICAL SUPERIORITY
I know they tried with I Am Setsuna to go back to roots but that was just short and unvaried. But people did liked Bravely Default! Imagine t
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