This looks so much better then the stuff that is currently out. It's just looks so real (the effects and the combination of the blur is just perfect). If you want to release that I would buy it even if I had to pay 70$
Thanks for the kind words. 70$ might be a bit high for an Indie game. I usually have no problems with paying full price for games, but I can afford it and I know what goes into making a game, so maybe I have a bit more respect for the work, but I know a lot of people who even think that 30$ for a AAA game is too much. Finding the right price to sell at is a difficult task.
Amazing game man like the graphics are pretty good off the start but what I like here is how dynamic it all looks and the gameplay is amazing. And I have a qucik question. Where can we download this game. I would love to check it out.
They are from Kubold's animation packs. So you can find them on the marketplace. They are motion captured but a bit over the top, so they offer the right amount of spectacle to me.
Really cool gameplay holy shit. Maybe you can hook something up with raycasts to keep you from hearing footsteps through the walls so clearly. Unless your character has super hearing or something. That would be cool.
I've been trying to use the Steam Audio Plugin in UE4, but I haven't had much success with it. especially the occlusion part of the plugin did strange things. So I've put it on hold for the moment. I'm still hoping that steam audio will solve most of these issues once the implementation in UE4 is final. (+ I need the time to understand it.)
hmm. The typical answer is start with simple games or just subsystems of a game, then go bigger. Most bigger or more complex games are just a combination of a lot of smaller mechanics. So you need to acquire the ability to solve smaller problems and the ability to break down a large problem into multiple smaller ones. So basically good analytical thinking and knowledge of your tools in your toolbox (math, programming, the functions of the engine you are using, etc) are important skills to have.
Looks amazing! I have been experimenting with bone controls for true first person gun handling, and I've gotten hip fire, recoil and all that stuff working pretty nicely. The only thing I can't seem to figure out is aiming down sights. I looked at some of your comments in your past videos, and kinda got it working by aligning the sights by hand with two bone IK, but it's not accurate at all, and the sights never align properly. So I was just wondering, how do you align the sights accurately in your game?
I like to play at 110-120 FOV on my current monitor. A lot of shooters also like to render weapons at a different FOV than the rest of the scene or warp the weapon in such a way that is looks like it is rendered in lower FOV. This is not really possible with true First Person.
Can you aim down the iron sights with the corner gun when using it, using the camera all the time would bug me, but I guess that could be a way to discourage over use....
Currently not. I was also thinking about that. I think in the end I will probably try it out, but as you say, having to use the camera even when shooting straight can be a good balancer to make this gun inconvenient for normal situations. Coupled with long weapon switch a player would have to really commit to switching to this gadget or do some team play, where another player would cover him.
How do you change the rate scale of the Walk Animation from Sneak to Walk and backwards at runtime(, could you send me a link to your dropbox or smth)?
I don't know why it reminds me payday2, but you've to know that i played something like 2000 hours on payday so GREAT JOB! I realy hope to play it asap
Reload animation should pull the mag till its offscreen. It looks like you are pulling the mag and putting tje same mag back in during reload animations.
How did you go about creating the menu system and the transition between each submenu? I'm currently trying to implement this in my game and I tought about creating a state machine or more like a stack in the "last in first out" order. Not sure which is the best way to implement something like this in unreal engine.
Yes. There is some pseudo-randomness in Top of that, but the baseline is a curve. I have written my own recoil curve class to add some more comfort for me, but you can also use multiple float curves.
Hi there, what are your plans with this projects ? (release, hobby?) Im a 3D artist and level designer and your project motivates me to work towards making a AAA indie game. Great stuff!
Thanks a lot. I am not very serious about the project right now. Whenever I feel like it I make some additions, but there are no substantial plans. I think my number one priority is to figure out how to make certain things in the quality that I want it to be. This project started when I was a student as university, a bit as some sort of escape from reality (writing my thesis). At the time I was pretty serious about it and frustrated with myself in terms of my engineering studies (though there was actually no reason, it was just me being too critical towards myself). But I got my shit together and finished my degree and landed a good position in a well known company.
@@TomuraDev Hey Tomura, I myself suffer too from being too self critical... but I also think that it is something essential to personal growth and a trait all succesful people have dealt with. Really good to hear you have landed a position you are on positive terms with. I do hope that you will continue working on this project! If you want to chat on Discord sometime hit me up! POLYGREEN // Li#1379
Only a very basic implementation, so that I can watch the animations properly. But no gameplay code is written around it, so it only changes the camera.
I recorded myself and then used it as in input into a synth with some vocoder functionality to make it sound synthetic. I used Razor (for Reaktor), because that's the best thing I had installed at the time, but I'd bet that some free alternatives can be found somewhere to get the same effect. Some phrases sound weird though or did not work well with the modulation, but its good enough for me to understand in which state the AI character is. The voices are mostly a debug/monitoring function for me, so that I know what kind of state the AI is in. Its a pretty good indicator to know where to look for a bug. Voice cannot be heard = there is a problem with starting the AI action, Voice can be heard but action does not occur = there is a problem with the AI action itself.
I just wanted to ask a question, were you taught how to make these things or did you play around and taught yourself? And do you have a crew or are you solo?
Self taught, but I have an academic education in the STEM field. Having a good understanding of math, physics, engineering, programming, helps a lot. I'm currently developing solo just for fun. I used to have a friend who I regularly worked with, but he went on to work at a AAA studio (or studio that does AAA games), while I work in the field that I've studied.
Tomura thanks for reply! that's amazing! Its incredible how you self taught yourself these amazing things, I just wanted to ask, because I wanted to get into it and now I know it is possible for one person to do such great work,like this.
The intention was to make a small simple fps in which I practice how to make a simple FPS AI in UE4 ... now it became this. The game has no name currently and its just a project I do for fun.
If you do think about making this a game, I'd say don't touch the graphics too much, everyone loves a game with smooth gunplay and animation, expecially if it runs extremely smooth on alot of systems, :D. (And I'm totally not saying that so I get a chance to run it too, if it ever becomes something.)
Bone IK. The movement is defined in curves within the animation for each animation where I want to have some "Gun Shake", so walking, landing, jumping, etc. This way it is in synch with the animation. www.dropbox.com/s/s299qrx2thiuhqz/ExampleAnimCurveSetup_GunshakeViaIK.png?dl=0
hello tomura. im truly amazed with your work. you did a great job. i want to ask about the programming. usually you use the blueprint or you just write it?
Acap Mdnor C++ for the core to keep Blueprints as simple and small as possible. Blueprints are used to implement the actual object. simple example: Weapon = C++, MP7 = Blueprint
Currently the recoil has some predetermined parts that are always the same and some random part. (How much is deterministic and how much is random is adjusted per weapon) On top of that there is a random cone of fire that depends on movement speed and stance, though I want to phase this system out and use the weapon sway/bobbing itself has a replacement so that there us a proper visual representation of the reason for the spray. (Currently weapon sway and bobbing are just visual) But I would like to implement some recoil patterns to see how well it works. I don't think that recoil patterns are the end all be all especially for a tactical PvE shooter. If you look at SWAT4 or Ravenshield, those games deliberately make the spray to random that its uncontrollable, when moving too fast. This makes good positioning and choosing good points of entry the key, because you have to move slow or stand still to fire accurately. So you have to commit to your position and your planning needs to be on point. In contrast system with recoil patterns put emphasis on how well a player can memorize the pattern and aim accordingly to compensate. This makes the more skilled player with the mouse, more able to react quickly. Both are valid player skills and it depends on where the focus of the game should be. Well that's my 2 cents, but my opinion might change over time.
Maximilian Mitchell I have a Socket on each weapon. The hand is then placed and rotated according to that point. In some of the comnents of my recent videos you should be able to find screenshots of the Animation BP. The relevant source Code is also linked in there or just go to GitHub for the full source.
nice, only reason I asked was because if you look at the screenshots of the weapon on the marketplace from Ironbelly, there was a image pertaining to that hand placement but its not in the source files anywhere. Thanks though! Keep up the amazing work!
I come from UDK and before that I did some modding for several games and I've also been programming before. So I've not been using a lot of tutorials for UE4, but mostly looking at source code or documentation. For the complex stuff I'm also using C++, because I'm much more used to it. When looking for tutorials also take into account what kind of learner you are. But generally I'd recommend starting with small minigames, while not exciting, they provide some quick wins. In the past I would have recommended modding, but there are so few games nowadays with easy to use modding tools. But modding allows to to implement very specific features, while having a full game to have fun with them. Building a game from scratch can be very frustrating, because you start with nothing. Also once you know more, try to challenge yourself and try to figure stuff our without a tutorial. The task of a developer is coming up with a solution and implementing it, not just doing stuff according to a manual, so tutorials will only get you so far, if you don't develop your analytical thinking skills. Don't be frustrated if you get stuck. There are some things in here that took me days or even weeks of trying or sketching things out on paper.
Its a bit of a mix. I started out with some of the weapons by Ironbelly, while the ones on the unreal store were modified, they have their own store on their website, where you can find the more realistic versions. Other weapons can be found on cgtrader. chamferzone (Tim Bergholz) is pretty good to get some weapons from, but you need to Rig them yourself. The cornershot is made by myself, the sights in this video are also made by myself, but if you need good models, look for "parallax game studios" on cgtrader, with those you might need to modify them a bit, depending on your use-case, like rigging for movable parts or I sometimes need to add a surface for the zoomed view for any magnifying sight. If you are just starting out, start simple and focus on just a couple of weapons and sights and keep it simple first and build up from there. Generelly the stuff in the UE4 shop is made for UE4, while the stuff on cgtrader is engine agnostic, so it might need some additional steps.
@@TomuraDev Very good job! I like that! I just started to do something. I am still learning how to to stuff in Unreal Engine 4. Did you bought some Shooter starting kit as well on marketplace or you did all entire modeling from scratch? That corner peaking looks really awesome!!! How you made that peaking? Is it some extra animations needed? i bought FPS Starter kit and i am trying to modify as much I can understand how to do anything in UE4. I want to make multiplayer game but hell no - I have no idea how multiplayer game mechanics works in Unreal Engine 4. I one year ago started with Unity (BAD IDEA) - I learn some concepts within one year but I did not make even one game with unity because my biggest enemy are CODING - I hate coding - hourly long steering in hieroglyphs on screen makes me mad so that is why I choose Unreal Engine blueprints instead of Unity coding. But some things was good in unity despite for coding - i found that in Unity can use PHOTON plugin to make fast and easy multiplayer. But in Unreal Engine I have no idea - which plugin are needed to make multiplayer game. As far i know - there is STEAM multiplayer - but i don;t know how it works in Unreal Engine 4 - do I still need dedicated server or I can use it as third party software like PHOTON in Unity where I create account somewhere in America servers and then everyone are connecting to the lobby to that servers to my game. Your game are very good for multiplayer - it have the game mechanics that the most triple AAA game have like PUBG, Escape from Tarkov - a lot of elements that are very good. If I am correct then I saw that you have even implemented Weapon modification system as well? That is good! What left for you to do - are get good Game menu, implement some multiplayer and good to go for sale and get money for your game. despite a lot of bugs (as I saw in videos) you done pretty amazing job!!! I like that!!
Its a pain in the ass to make more icons. Its a trivial and uninteresting task, so it's always on my backlog and will be unless I really get serious with this, or if at some point I'm fed up with seeing the L85 icon everywhere ^^ Sometimes I'm close to creating then, but I lose interest in doing it before Photoshop loads up.
Storage House Set by Alexander Sychov + a bit of content from other packs I had lying around. The link is in the video description. I think I've actually even seen it in Ready or Not videos. It's very well made and modular, but I think the look is very distinct, so I think it is actually a bit too recognizable. I'm still looking for a good fork lift model for cheap, because that would really suit the environment.
I'm the only one currently. I might get some people on board, once I figure out how I want the project to progress and what goals I have with this. I think it wouldn't be fair to team members if they'd be working on it, while the terms are not clear.
Please give us a game, I would buy it, and buy it for my friends, then make them buy it on their own, then secretly delete all the copies and buy them again, then buy you a car.
Basically. Its currently more for my own amusement, than something serious, which is why I'm reluctant to recruit team members, because there are longer periods where I find something else to do in my free time.
Tomura but since i cant help with programming and scripting and all that crap (that glorious crap) i would really like to see whats behind this..one day maybe i will learn
Ok no problem ! I'm also developping a multiplayer TPS. I worked on it full time these last 4 monthes and the first playable prototype will be ready in around a month. If you have some time I'd like you to take a look at it, because I know nobody who can judge how good my work is technically. Don't worry it's way more advanced than anything you can see on my channel. Have a good day a keep up the good work
yes, but there is no time plan. I want to at least release a "vertical slice", that contains some gadgets, weapons and basic but unoptimized multiplayer (probably just LAN or connect via IPv4, or maybe steam via the SpaceGame-ID) It's basically done when it's done.
The game has no name and is not released yet. I'm just working on this from time to time for fun. It just started as a small FPS so that I can learn how to make AI in UE4, but it grew bigger.
The one here in the video is by Ironbelly Studios. You mgiht find it on the marketplace, including some FPP animations for it, if not they should be available in their website. I switched to the Glock and other handguns from chamferzone (Tim Bergholz) though (you can look on cgtrader for those), those have some rails on the lower so attachments make more sense.
If its just about the attachments, instead of just sockets, I have created a custom ActorComponent based on the SceneComponent. This Actor component contains a list of allowed attachments. When the weapon is spawned in the preview scene, all of these components will be collected and this UI widget (the circle) will be displayed over their position. The list that opens on click, is basically the list that is defined in those components. If a attachment is selected any old attachments that belong to that point will be destroyed and the new attachment will be spawned and attached at the location of that point and obviously will be assigned to a variable in that WeaponAttachmentPointComponent, so that it is possible to reference it. The UI ist just basic UMG, but obviously any lists are filled dynamically. The Preview Scene is just a blueprint with a small skybox, some lights, post process volume and a camera, that needs to be placed somewhere in the map, outside of the play-area.
@@GameSterDamian Ok. Yeah making something like this is not necessarily something you do as a beginner. You can always start with a easy variant of this and I think especially if you are learning just try your own solutions. Divide your big problem (attachment system) into smaller problems (how do I spawn the attachment actor?, how do I attach it? how do I know where to place the attachment? etc.) This allows you to create the little building blocks that grow into the full system at some point. Obviously to do this you need to be aware of the "tools" (math, logic, UE4 knowledge, sw development skills, etc.) you have available to do this. So it is important to get the basics down and understand how these "tools" can be used.
Yes and No. Its more a for fun project which I work on whenever I feel like it. I'm serious about the quality of work I do, but I'm not serious about pursuing a specific release date or making money with this. If it's finished at some point and I think its good enough I would release it. How and where would most likely depend on my situation at that time. So its done when its done, but don't count on it.
I've made the C++ Source available: github.com/Tomura/TacticalPrototypeCPP It won't complie to a usable game, but should provide you with some tools if you manage to compile and integrate it. I take no responsibility if it breaks your project nor do I offer any support unless I feel like it.
most of the guns and animations are bought. I made most of the scopes and attachments myself, because I couldn't find any. And the corner shot is also modelled by myself. I am mainly a programmer, but I've also taught myself 3d modelling, so that I can make anything that I cannot buy for a reasonable price.
The guns are from the marketplace, but the corner shot and some attachments are modelled by me. Generally I can make 3d models, but if I can buy, I buy them, since it saves a lot of time.
Don't know how exactly this is meant, but Programming (the complete C++ core), Implementation of all this stuff (Blueprints), making 3d models/animations of everything that I can't get for a reasonable price, mixing/constructing sounds from Foley, etc. This is a one-man operation. I am mainly a programmer, but I can also do everything else, if I need to.
Bash That is hard to say and depends on the games and resolution. You probably cannot use the highest quality level in some cases, but to be honest often the difference between high and ultra is often not very noticable. This project in the current stage is starting to have problems to maintain 60 fps at 1440p at Epic settings with my current rig. So I have to reduce some effects/textures where it matters, without it being noticable. But I didn't care for a lot of optimization in the first place, at this point in time.
For making games this is sufficient. If you make a game you are in charge of how many effects, etc you have, so you can make something that runs on a potato or also something that only runs on high end rigs. Though optimization (in terms on graphics) means making the correct sacrifices where it matters or maybe faking an effect, etc. (In general optimization involves reducing the amount of operations required)
dude make your projects and sell them in unreal engine market you are soo cool , or make some video tutorial curse for unreal engine and sell them too . you are amazing
@@TomuraDev aniway you are most talanted person i ever seen :) my english not enoug good to explain what i feel :D when i see this amazing video but you are something incredible
How is anybody out of there mind complaining on someone else's work when you can do something like this? Which video was it? Nevermind, found it. Still good though.
Had to laugh a little bit when the AI killed his teammate accidentally. Great footage!
The gunplay and movement feel very authentic in this game, something not a lot of developers manage to get right. Great job!
Thanks. I'm relatively confident about the gunplay, for someone who never fired a gun.
That corner-shot is blowing my mind. So well done. Nice work, my man.
I think it is originally from "get even"
I would pay to play
This looks so much better then the stuff that is currently out. It's just looks so real (the effects and the combination of the blur is just perfect).
If you want to release that I would buy it even if I had to pay 70$
Thanks for the kind words.
70$ might be a bit high for an Indie game. I usually have no problems with paying full price for games, but I can afford it and I know what goes into making a game, so maybe I have a bit more respect for the work, but I know a lot of people who even think that 30$ for a AAA game is too much. Finding the right price to sell at is a difficult task.
Looks amazing! I love all your progress.
Looks great so far
This is a next level Triple A Game. One of the best gameplay mechanics, I have ever seen! Good job!
Looks really good. I like this movement and scopes. Awesome.
Really liking your maps aesthetics, very nice minimalist style.
This game has a huge potential
The thing I like the most is the UI. Immersive
Great job, I am a fan of your Unreal work!
i wanna play this
This looks awesome!
that shotgun sold it
It looks amazing!
Felt like the MP7 is way too big but loving the suppressor and the cool red dot sight
Very nice work. Reminds me of Goldeneye. Which is a good thing.
This is so sick. I wanna buy it
Amazing game man like the graphics are pretty good off the start but what I like here is how dynamic it all looks and the gameplay is amazing. And I have a qucik question. Where can we download this game. I would love to check it out.
Wow , awesome animation
Ooh, those hit animations. Those looked good.
They are from Kubold's animation packs. So you can find them on the marketplace. They are motion captured but a bit over the top, so they offer the right amount of spectacle to me.
That looks so cool i would be happy if it come out . I would buy it if it costs . Maybe you should make a better hearing sense and stealth kill
Really cool gameplay holy shit.
Maybe you can hook something up with raycasts to keep you from hearing footsteps through the walls so clearly. Unless your character has super hearing or something. That would be cool.
I've been trying to use the Steam Audio Plugin in UE4, but I haven't had much success with it. especially the occlusion part of the plugin did strange things. So I've put it on hold for the moment. I'm still hoping that steam audio will solve most of these issues once the implementation in UE4 is final. (+ I need the time to understand it.)
Stealth FPS shooter is ready. All what's left is to pen the script and make a couple of levels more :-)
looks really good !
Makes me think of Synthetik but in first person. Pretty cool!
Cool frickin game! I'm trying to get into game development myself, so if you have any good starting places please feel free to let me know!
hmm. The typical answer is start with simple games or just subsystems of a game, then go bigger. Most bigger or more complex games are just a combination of a lot of smaller mechanics. So you need to acquire the ability to solve smaller problems and the ability to break down a large problem into multiple smaller ones. So basically good analytical thinking and knowledge of your tools in your toolbox (math, programming, the functions of the engine you are using, etc) are important skills to have.
So first person is just worlmodel animations? Thats fantastic
Looks amazing! I have been experimenting with bone controls for true first person gun handling, and I've gotten hip fire, recoil and all that stuff working pretty nicely. The only thing I can't seem to figure out is aiming down sights. I looked at some of your comments in your past videos, and kinda got it working by aligning the sights by hand with two bone IK, but it's not accurate at all, and the sights never align properly. So I was just wondering, how do you align the sights accurately in your game?
? sorry for spamming, but I'm kinda stuck
^
Magnus Olsen Randby you should experiment until you correct it, it could be anything really
Rotate the hand before left hand in and use fabrik it’s much better at this
Holy shit this game is great and realistic game i ever see
seems like the fov is great, its just it looks like its warping the length of the acog
I like to play at 110-120 FOV on my current monitor.
A lot of shooters also like to render weapons at a different FOV than the rest of the scene or warp the weapon in such a way that is looks like it is rendered in lower FOV. This is not really possible with true First Person.
Can you aim down the iron sights with the corner gun when using it, using the camera all the time would bug me, but I guess that could be a way to discourage over use....
Currently not. I was also thinking about that.
I think in the end I will probably try it out, but as you say, having to use the camera even when shooting straight can be a good balancer to make this gun inconvenient for normal situations. Coupled with long weapon switch a player would have to really commit to switching to this gadget or do some team play, where another player would cover him.
nice work buddy
Anything with this project now? I’d like to help develop some way.
I wonder how this would perform with a multiplayer mode
I'm working on it ... sometimes.
th-cam.com/video/4TGqW_nJR3o/w-d-xo.html
Have you thought of a name for the game, or not yet?
BTW fantastic job, It looks awesome
Can I buy this FPS as an asset?
8:04 looks more like the character just threw away the m4 😂
How do you change the rate scale of the Walk Animation from Sneak to Walk and backwards at runtime(, could you send me a link to your dropbox or smth)?
ready or not mechanics
I don't know why it reminds me
payday2, but you've to know that i played something like 2000 hours on payday so GREAT JOB! I realy hope to play it asap
This is realy good
Reload animation should pull the mag till its offscreen. It looks like you are pulling the mag and putting tje same mag back in during reload animations.
Wow man you are amazing!! how long did you put to learn so well ue4. Did you do a course? keep it up!!
How did you go about creating the menu system and the transition between each submenu? I'm currently trying to implement this in my game and I tought about creating a state machine or more like a stack in the "last in first out" order. Not sure which is the best way to implement something like this in unreal engine.
Are you using float curves for the ik recoil by evaluating them by time and adding them to the ik end effector?
Yes. There is some pseudo-randomness in Top of that, but the baseline is a curve. I have written my own recoil curve class to add some more comfort for me, but you can also use multiple float curves.
This is great. One question, if and when are you going to make a custom character
I want this game on ps4 it looks so good its like an better r6 very good work
Is there a way to play this? It Looks Great!
Hi there, what are your plans with this projects ? (release, hobby?) Im a 3D artist and level designer and your project motivates me to work towards making a AAA indie game. Great stuff!
Thanks a lot.
I am not very serious about the project right now. Whenever I feel like it I make some additions, but there are no substantial plans. I think my number one priority is to figure out how to make certain things in the quality that I want it to be.
This project started when I was a student as university, a bit as some sort of escape from reality (writing my thesis). At the time I was pretty serious about it and frustrated with myself in terms of my engineering studies (though there was actually no reason, it was just me being too critical towards myself). But I got my shit together and finished my degree and landed a good position in a well known company.
@@TomuraDev Hey Tomura, I myself suffer too from being too self critical... but I also think that it is something essential to personal growth and a trait all succesful people have dealt with. Really good to hear you have landed a position you are on positive terms with. I do hope that you will continue working on this project!
If you want to chat on Discord sometime hit me up! POLYGREEN // Li#1379
Is there a mode for Third Person?
Only a very basic implementation, so that I can watch the animations properly. But no gameplay code is written around it, so it only changes the camera.
How was the robot voices made because I've been trying to make 100th's of character voices on my own.
I recorded myself and then used it as in input into a synth with some vocoder functionality to make it sound synthetic. I used Razor (for Reaktor), because that's the best thing I had installed at the time, but I'd bet that some free alternatives can be found somewhere to get the same effect.
Some phrases sound weird though or did not work well with the modulation, but its good enough for me to understand in which state the AI character is.
The voices are mostly a debug/monitoring function for me, so that I know what kind of state the AI is in. Its a pretty good indicator to know where to look for a bug. Voice cannot be heard = there is a problem with starting the AI action, Voice can be heard but action does not occur = there is a problem with the AI action itself.
I just wanted to ask a question, were you taught how to make these things or did you play around and taught yourself? And do you have a crew or are you solo?
Self taught, but I have an academic education in the STEM field. Having a good understanding of math, physics, engineering, programming, helps a lot.
I'm currently developing solo just for fun. I used to have a friend who I regularly worked with, but he went on to work at a AAA studio (or studio that does AAA games), while I work in the field that I've studied.
Tomura thanks for reply! that's amazing! Its incredible how you self taught yourself these amazing things, I just wanted to ask, because I wanted to get into it and now I know it is possible for one person to do such great work,like this.
A lot of this also are bought assets, like most of the weapons, or animations.
Tomura oh ok cool, still doesn't matter these are still spectacular gamplays
is this for a game your making? if so what game is it? i just found your channel
The intention was to make a small simple fps in which I practice how to make a simple FPS AI in UE4 ... now it became this.
The game has no name currently and its just a project I do for fun.
oh ok cool
Tomura you should definitely consider making this into a game, I would definitely buy it. The animation + gunplay look so smooth.
If you do think about making this a game, I'd say don't touch the graphics too much, everyone loves a game with smooth gunplay and animation, expecially if it runs extremely smooth on alot of systems, :D. (And I'm totally not saying that so I get a chance to run it too, if it ever becomes something.)
Is the weapon walking animation made with "two bone ik" with code or an "additive" Animation?
Bone IK.
The movement is defined in curves within the animation for each animation where I want to have some "Gun Shake", so walking, landing, jumping, etc. This way it is in synch with the animation.
www.dropbox.com/s/s299qrx2thiuhqz/ExampleAnimCurveSetup_GunshakeViaIK.png?dl=0
I'd buy it
hello tomura. im truly amazed with your work. you did a great job. i want to ask about the programming. usually you use the blueprint or you just write it?
Acap Mdnor C++ for the core to keep Blueprints as simple and small as possible. Blueprints are used to implement the actual object.
simple example: Weapon = C++, MP7 = Blueprint
Could you like make a beta test download
Does the recoil have spray patterns for players to learn in the future?
Currently the recoil has some predetermined parts that are always the same and some random part. (How much is deterministic and how much is random is adjusted per weapon)
On top of that there is a random cone of fire that depends on movement speed and stance, though I want to phase this system out and use the weapon sway/bobbing itself has a replacement so that there us a proper visual representation of the reason for the spray. (Currently weapon sway and bobbing are just visual)
But I would like to implement some recoil patterns to see how well it works.
I don't think that recoil patterns are the end all be all especially for a tactical PvE shooter. If you look at SWAT4 or Ravenshield, those games deliberately make the spray to random that its uncontrollable, when moving too fast. This makes good positioning and choosing good points of entry the key, because you have to move slow or stand still to fire accurately. So you have to commit to your position and your planning needs to be on point.
In contrast system with recoil patterns put emphasis on how well a player can memorize the pattern and aim accordingly to compensate. This makes the more skilled player with the mouse, more able to react quickly.
Both are valid player skills and it depends on where the focus of the game should be.
Well that's my 2 cents, but my opinion might change over time.
love the 416, did you edit the animations for the forward hand placement?
Maximilian Mitchell I have a Socket on each weapon. The hand is then placed and rotated according to that point. In some of the comnents of my recent videos you should be able to find screenshots of the Animation BP. The relevant source Code is also linked in there or just go to GitHub for the full source.
nice, only reason I asked was because if you look at the screenshots of the weapon on the marketplace from Ironbelly, there was a image pertaining to that hand placement but its not in the source files anywhere. Thanks though! Keep up the amazing work!
where do you get your gun sound fx from?
That's amazing! I wish i could do something like this in the future. Can you tell me how to start using blueprints? Any book or tutorial? Greetings :)
I come from UDK and before that I did some modding for several games and I've also been programming before. So I've not been using a lot of tutorials for UE4, but mostly looking at source code or documentation.
For the complex stuff I'm also using C++, because I'm much more used to it.
When looking for tutorials also take into account what kind of learner you are. But generally I'd recommend starting with small minigames, while not exciting, they provide some quick wins.
In the past I would have recommended modding, but there are so few games nowadays with easy to use modding tools. But modding allows to to implement very specific features, while having a full game to have fun with them. Building a game from scratch can be very frustrating, because you start with nothing.
Also once you know more, try to challenge yourself and try to figure stuff our without a tutorial. The task of a developer is coming up with a solution and implementing it, not just doing stuff according to a manual, so tutorials will only get you so far, if you don't develop your analytical thinking skills. Don't be frustrated if you get stuck. There are some things in here that took me days or even weeks of trying or sketching things out on paper.
@@TomuraDev Ok, them thanks a lot for the reply :)
hello sir. you made this with c++ or blueprint? if c++ then i want to join you?
@Tomura - Which asset pack you are using for the weapons and shooting?
Its a bit of a mix. I started out with some of the weapons by Ironbelly, while the ones on the unreal store were modified, they have their own store on their website, where you can find the more realistic versions. Other weapons can be found on cgtrader. chamferzone (Tim Bergholz) is pretty good to get some weapons from, but you need to Rig them yourself.
The cornershot is made by myself, the sights in this video are also made by myself, but if you need good models, look for "parallax game studios" on cgtrader, with those you might need to modify them a bit, depending on your use-case, like rigging for movable parts or I sometimes need to add a surface for the zoomed view for any magnifying sight.
If you are just starting out, start simple and focus on just a couple of weapons and sights and keep it simple first and build up from there. Generelly the stuff in the UE4 shop is made for UE4, while the stuff on cgtrader is engine agnostic, so it might need some additional steps.
@@TomuraDev Very good job! I like that! I just started to do something. I am still learning how to to stuff in Unreal Engine 4. Did you bought some Shooter starting kit as well on marketplace or you did all entire modeling from scratch? That corner peaking looks really awesome!!! How you made that peaking? Is it some extra animations needed? i bought FPS Starter kit and i am trying to modify as much I can understand how to do anything in UE4. I want to make multiplayer game but hell no - I have no idea how multiplayer game mechanics works in Unreal Engine 4. I one year ago started with Unity (BAD IDEA) - I learn some concepts within one year but I did not make even one game with unity because my biggest enemy are CODING - I hate coding - hourly long steering in hieroglyphs on screen makes me mad so that is why I choose Unreal Engine blueprints instead of Unity coding. But some things was good in unity despite for coding - i found that in Unity can use PHOTON plugin to make fast and easy multiplayer. But in Unreal Engine I have no idea - which plugin are needed to make multiplayer game. As far i know - there is STEAM multiplayer - but i don;t know how it works in Unreal Engine 4 - do I still need dedicated server or I can use it as third party software like PHOTON in Unity where I create account somewhere in America servers and then everyone are connecting to the lobby to that servers to my game. Your game are very good for multiplayer - it have the game mechanics that the most triple AAA game have like PUBG, Escape from Tarkov - a lot of elements that are very good. If I am correct then I saw that you have even implemented Weapon modification system as well? That is good! What left for you to do - are get good Game menu, implement some multiplayer and good to go for sale and get money for your game. despite a lot of bugs (as I saw in videos) you done pretty amazing job!!! I like that!!
I wanna plat it
Lol all the weapon Icons are the L85
Its a pain in the ass to make more icons. Its a trivial and uninteresting task, so it's always on my backlog and will be unless I really get serious with this, or if at some point I'm fed up with seeing the L85 icon everywhere ^^
Sometimes I'm close to creating then, but I lose interest in doing it before Photoshop loads up.
What's the name of this game? (I'm not good at English, so maybe my sentence is not correct.)
Hey Tomura Which pack did you use for the Enviroment ?
Storage House Set by Alexander Sychov + a bit of content from other packs I had lying around. The link is in the video description.
I think I've actually even seen it in Ready or Not videos. It's very well made and modular, but I think the look is very distinct, so I think it is actually a bit too recognizable.
I'm still looking for a good fork lift model for cheap, because that would really suit the environment.
ok because there were no link and im lookng for good Props like boxes etc ^^
For boxes there is also a good one called Trash Pack ??? (there was a number behind it)
thanks and keep up the Projects , i really want to play it in the Future ^^
One question: are you the only working on this or are getting some help with your friends?
I'm the only one currently. I might get some people on board, once I figure out how I want the project to progress and what goals I have with this.
I think it wouldn't be fair to team members if they'd be working on it, while the terms are not clear.
I’m your 1,500th sub
Please give us a game, I would buy it, and buy it for my friends, then make them buy it on their own, then secretly delete all the copies and buy them again, then buy you a car.
Whats up with this Project ?
Do You Sell it ?
What are you doing with these things? Are you creating a game from scratch?
Basically. Its currently more for my own amusement, than something serious, which is why I'm reluctant to recruit team members, because there are longer periods where I find something else to do in my free time.
Tomura I wish i could helo you but hey i dont know anything about these things
Tomura but since i cant help with programming and scripting and all that crap (that glorious crap) i would really like to see whats behind this..one day maybe i will learn
do you still work on this ? if you wanna make some multiplayer test sessions I'm up :)
Sometimes, but not often. If there is some open multiplayer testing I would announce it on youtube.
Ok no problem ! I'm also developping a multiplayer TPS. I worked on it full time these last 4 monthes and the first playable prototype will be ready in around a month. If you have some time I'd like you to take a look at it, because I know nobody who can judge how good my work is technically. Don't worry it's way more advanced than anything you can see on my channel. Have a good day a keep up the good work
Got any plans to release a pre pre pre alpha?
yes, but there is no time plan.
I want to at least release a "vertical slice", that contains some gadgets, weapons and basic but unoptimized multiplayer (probably just LAN or connect via IPv4, or maybe steam via the SpaceGame-ID)
It's basically done when it's done.
Tomura Ok, thanks for tge quick reply. Keep up the good work.
awesome
Awesome
Name of the game? I would buy it, but my computer probs can't run it. Looks damn cool.
The game has no name and is not released yet.
I'm just working on this from time to time for fun. It just started as a small FPS so that I can learn how to make AI in UE4, but it grew bigger.
where did you get the glock setup bro
The one here in the video is by Ironbelly Studios. You mgiht find it on the marketplace, including some FPP animations for it, if not they should be available in their website.
I switched to the Glock and other handguns from chamferzone (Tim Bergholz) though (you can look on cgtrader for those), those have some rails on the lower so attachments make more sense.
How'd you make the attachment system?
If its just about the attachments, instead of just sockets, I have created a custom ActorComponent based on the SceneComponent. This Actor component contains a list of allowed attachments. When the weapon is spawned in the preview scene, all of these components will be collected and this UI widget (the circle) will be displayed over their position. The list that opens on click, is basically the list that is defined in those components.
If a attachment is selected any old attachments that belong to that point will be destroyed and the new attachment will be spawned and attached at the location of that point and obviously will be assigned to a variable in that WeaponAttachmentPointComponent, so that it is possible to reference it.
The UI ist just basic UMG, but obviously any lists are filled dynamically. The Preview Scene is just a blueprint with a small skybox, some lights, post process volume and a camera, that needs to be placed somewhere in the map, outside of the play-area.
@@TomuraDev once I get better at unreal, I'll come back to this comment. I am a complete beginner right now and I have no idea what this means lol
@@GameSterDamian Ok. Yeah making something like this is not necessarily something you do as a beginner. You can always start with a easy variant of this and I think especially if you are learning just try your own solutions. Divide your big problem (attachment system) into smaller problems (how do I spawn the attachment actor?, how do I attach it? how do I know where to place the attachment? etc.) This allows you to create the little building blocks that grow into the full system at some point. Obviously to do this you need to be aware of the "tools" (math, logic, UE4 knowledge, sw development skills, etc.) you have available to do this. So it is important to get the basics down and understand how these "tools" can be used.
@@TomuraDev Alright, thanks so much for your reply!
Are you planning on releasing the game?
Yes and No.
Its more a for fun project which I work on whenever I feel like it.
I'm serious about the quality of work I do, but I'm not serious about pursuing a specific release date or making money with this.
If it's finished at some point and I think its good enough I would release it. How and where would most likely depend on my situation at that time.
So its done when its done, but don't count on it.
I've made the C++ Source available: github.com/Tomura/TacticalPrototypeCPP
It won't complie to a usable game, but should provide you with some tools if you manage to compile and integrate it.
I take no responsibility if it breaks your project nor do I offer any support unless I feel like it.
From where you are learned this FPS
I've been doing modding and programming for more than 10 years, so its mostly just experience now.
did you create the gun models and animations?
most of the guns and animations are bought. I made most of the scopes and attachments myself, because I couldn't find any. And the corner shot is also modelled by myself. I am mainly a programmer, but I've also taught myself 3d modelling, so that I can make anything that I cannot buy for a reasonable price.
Are you creating this solo?
Currently yes.
Are these custom gun assets?
The guns are from the marketplace, but the corner shot and some attachments are modelled by me. Generally I can make 3d models, but if I can buy, I buy them, since it saves a lot of time.
So what exactly are you working on?
Don't know how exactly this is meant, but Programming (the complete C++ core), Implementation of all this stuff (Blueprints), making 3d models/animations of everything that I can't get for a reasonable price, mixing/constructing sounds from Foley, etc.
This is a one-man operation. I am mainly a programmer, but I can also do everything else, if I need to.
Would be great if enemies could spot and shoot'n'destroy your weapon.
Also would be great if AI's would jump to cover under fire even if it doesn't see you.
This is project game?
What are your PC specs?
i7-6700 + GTX 1070. I want to upgrade my PC in the near future, though.
@@TomuraDevI'm getting a GTX 1060 paired with an i5 8400 that I plan to upgrade, but would that be suitable to run/make something like this in Unreal?
Bash That is hard to say and depends on the games and resolution. You probably cannot use the highest quality level in some cases, but to be honest often the difference between high and ultra is often not very noticable.
This project in the current stage is starting to have problems to maintain 60 fps at 1440p at Epic settings with my current rig. So I have to reduce some effects/textures where it matters, without it being noticable. But I didn't care for a lot of optimization in the first place, at this point in time.
For making games this is sufficient. If you make a game you are in charge of how many effects, etc you have, so you can make something that runs on a potato or also something that only runs on high end rigs. Though optimization (in terms on graphics) means making the correct sacrifices where it matters or maybe faking an effect, etc. (In general optimization involves reducing the amount of operations required)
@@TomuraDev I see, thank you very much!
What's is this game???
needs more mirrors edge
Name of game
dude make your projects and sell them in unreal engine market you are soo cool , or make some video tutorial curse for unreal engine and sell them too . you are amazing
Thanks. I really appreciate it.
The big problem with this is , it is too big for a tutorial, but too incomplete and maintenance heavy to sell.
@@TomuraDev aniway you are most talanted person i ever seen :) my english not enoug good to explain what i feel :D when i see this amazing video but you are something incredible
How is anybody out of there mind complaining on someone else's work when you can do something like this? Which video was it? Nevermind, found it. Still good though.
Douglas Levati ???
С
Cool
I can help I kinda got better at making humans
Nvm I won't
Are you good at level design?
I forgot I have unity
This is lame without multiplayer, too ez
Sanguiin ! It's in progress dipshit.
I didn't know that, just found out about the game now. Thanks for the info