Hey all, Welcome to this Friday's blog post. This week we have a interview with Etienneh99 and a sneak peak at some skins coming to the main game. So with out any further ado here is this weeks interview.
Well, It seems that some of the videos on the IMG YouTube page have missed this blog. Sorry about that! However to fix the oversite, here are the videos from the IMG YouTube channel. Enjoy!
I highly recommend that all of you subscribe to the channel so you do not miss out.
Thanks to everyone who helped, we have been greenlit :) Now back tot he far more enjoyable task of making the game and doing stupid things, like so.. https://www.youtube.com/watch?v=9wa_xOoqOI0
"What have you been doing this week?" I don't hear you ask. I guess you could say I have been wheely bussy. Well I have been playing Dark Souls 2 with our Community Manager and Web dev Justin, since when was the flexile sentry outside the... oh you mean to do with Breaking Wheel, oh OK. Well here is the last level I made:
What makes a game fun?
While a answer may spring to mind relatively fast, consider it a moment longer. The answer tends to always be subjective, meaning it only applies realistically to you as a individual. Now there may be more people who find the same type of games as you fun, but it may be for different reasons. Some people, like me, gravitate toward story, others primarily puzzles, others exploration, and yet others, the freedom to do whatever even if the aforementioned things are lacking. Fun is a weird science, when factoring in replayability, to user control, to ease of use, accessibility, etc, it is a odd albatross to nail down, and then sometimes in development even after it's been had, some dumb idiot might just snipe it.
There have been many discussions on what is and what is not fun from us about the game, which is why you have so many options at least on normal mode for how you would like to play our game. It is also in part why the Bonus levels exist. Bonus levels offer a off the norm way to play our game, as you can see from the video with tower defense or dropping bombs on enemies, to flappy wheels or a pinball type level where you control the pinball. I believed these were a good idea because it lets us as creators break the normal bounds we imposed on ourselves for the main game, and just create, one of the goals of this project was for us to learn and to have fun, and it didn't seem a good idea to leave you as the customer out of that process. So enjoy our base game, but, even if you don't, I am sure someone will come up with a Bonus level that may surprise you, hell, they surprise us sometimes.
This is another reason we are dedicated to allow full mod support and are going to offer simple tutorials and even hands on help to people who want to mod the game and learn UE4 when we release. We believe people know what's best for their version of fun and if they want to change something, more power to them, if they want to change something and share it with the world, God bless you that's where most of us started and we will be there to help you. You know what's fun for you, why not have the freedom and the help to tweak things how you want, or even overhaul how you want. Modding with Unreal doesn't have to be hard or insane or involve dozens if not hundreds of workarounds for simple things, it can be accessible and easy to use for even the greenest of players.
We can't wait to see what you as the user can come up with on our platform.
I hate social Media. How many more do I have to do to get to 140? :P
An Idea, that's how it always starts. Most people do themselves the favor and ignore the pesky buggers. Some of us may not be that strong willed, or maybe too strong willed, or perhaps we are just so stupid we want to scream "Look what i can do!" and watch our world burn. I know which one I fall into though I can't speak for the rest of the idiots working with me. People have asked time and time again "What do you need to be a modder?". We usually answer with perseverance, stubborness, and dedication, the same traits you need to be a game developer, but they are all useless without ideas. What started as a joke about a friend being crazy on coffee has turned into dozens of levels, various mechanics, and a entire bloody game we are preparing for demo as I type this. I would much rather be working on preparing it for demo than writing this crap truth be told, but that's what makes a modder, that's what makes artist, and in both those cases usually starving if they do not try for community outreach etc, so here I sit.
The last few weeks we were very busy cleaning and polishing all the gamplay mechanics and base blueprints. Basically all level objects from the simple spike trap to the complex moving gear platform have been completely reworked and improved for functionality and ease of use.
As part of this cleanup process we reworked many of the menus and gave them a more cleaner look compared to the first version. We also made sure they can be used with mouse, keyboard or gamepad input. The key binding is still static at this point in development, but we made sure the defaults will work out for most players.
This week I have been finishing some of the skins for the demo and tweaked the spikes that were on most of the skins.
The procces for creating the skins is a bit like this: Step one gather reference images or concept art, step two create a high and lowpoly mesh for texture map baking, step three create materials for painting/texturing (step two and three are sometimes turned around), step four texture the lowpoly mesh, step 5 import the meshes and textures in the game engine, step six profit!
Tho the process as explained above is not always that simple it should give you an idea of the procces.