banshe Posted April 2, 2013 Posted April 2, 2013 if you want something more arcade-y, go with toggle, never run out of batteries and such. If you want something more 'RPG' or 'realistic', hold it on one hand, maybe can use a pistol at the same time, has battery life so you discard it when its done. (Unless you want to add 'battery' ammo)
Kagarus Posted April 2, 2013 Posted April 2, 2013 if you want something more arcade-y, go with toggle, never run out of batteries and such. If you want something more 'RPG' or 'realistic', hold it on one hand, maybe can use a pistol at the same time, has battery life so you discard it when its done. (Unless you want to add 'battery' ammo) Got a head-mountable flashlight here which I think I got ages ago at a sale for about 5 bucks. Seeing how I can use it in RL to let there be light in the darkness, I'd say it's pretty realistic Not sure about battery life, but for most purposes it works long enough. And if it doesn't, I got another one I can recharge manually by winding. So, if you want to impose an extra challenge, you could make flashlights handheld-only, that's fine. But that got zilch to do with "realism" or "arcade" or "RPG" (IC, people exploring dark caves would probably have a head-mountable one. If you're military and in those dark places there's a chance of enemy encounters, you'd probably take at least one mountable plus a spare (if you have access to resources). So how are mountable flashlights contrary to RP? ).
Nonsense667 Posted April 2, 2013 Posted April 2, 2013 Not to mention, if we are going the battery route, please please please let us not take it the Alone in the Dark way, where fully charged batteries last all of about five minutes. They really should be more along the lines of, you know, HOURS. AT LEAST.
slimbones Posted April 2, 2013 Posted April 2, 2013 Whats the point of batteries if it lasts hours may as well not waste resources on that. Keep it simple toggle on and off. Maybe add a mechnic where by it could spawn enemies close by if on long enough in an area but yea my opinion would be go with toggle on and off.
Anon989 Posted April 2, 2013 Author Posted April 2, 2013 Hmm, seems like you all were just as conflicted as I was lol. I think I'm just going to go with the Dead Island style of flashlight, it's just easier I guess lol. Oh, and thanks as always for the input you guys btw Going to see about finishing my Color Grading effect and then likely end up redoing the post processing effects as well to compensate. I'll post a vid of it in action later today, if I finish it anytime today.
Cezul Posted April 2, 2013 Posted April 2, 2013 I think there should be various flashlights you can find. Some of which can be used as a mod for a weapon ( Flashlight + Duct tape + Shotgun = Flashlight equipped shotgun ) A dual wield system might be cool with a flashlight. Like a flashlight in the left and a pistol in the right? A pocket flashlight would be pretty neat as well ( Kind of like what James has in Silent Hill 2 ). Head mounted ones could be cool. Maybe some neat alternatives, like a cellphone light to be used as a last resort maybe?
Anon989 Posted April 3, 2013 Author Posted April 3, 2013 I think there should be various flashlights you can find. Some of which can be used as a mod for a weapon ( Flashlight + Duct tape + Shotgun = Flashlight equipped shotgun ) A dual wield system might be cool with a flashlight. Like a flashlight in the left and a pistol in the right? A pocket flashlight would be pretty neat as well ( Kind of like what James has in Silent Hill 2 ). Head mounted ones could be cool. Maybe some neat alternatives, like a cellphone light to be used as a last resort maybe? Those are some good ideas, I'll have to keep every ones suggestions in mind later this weekend when I/we get to work on it. Update April 2nd: Redid the Color grading again (I have a habit of going through multiple iterations of things before anything is Final, just the way I work, sry about that), working on the post processing now, and I'll keep you guys updated as I get it done. Also RIP my old shader, you were great while ya lasted...lol Screenshots (Without Post Processing, just Color Grading) Before After
Nonsense667 Posted April 3, 2013 Posted April 3, 2013 From the screenshot, it looks good. But we will have to see how it really looks with actual game play, and with actual game assets. (Yes, I'm a picky, hard to please bastard. ) And am I the only one confused by the floating 2d heads? XD
Anon989 Posted April 3, 2013 Author Posted April 3, 2013 From the screenshot, it looks good. But we will have to see how it really looks with actual game play, and with actual game assets. (Yes, I'm a picky, hard to please bastard. ) And am I the only one confused by the floating 2d heads? XD Yeah, it's kinda all about laying the foundation still. btw Are you referring to the bird heads? Those are just udk dev stuff that I forgot to hide lol. Those two in particular have to do with wind.
Nonsense667 Posted April 3, 2013 Posted April 3, 2013 Those are birds? XD They look like dinosaurs to me... yes I am aware of the relation... >.>
Anon989 Posted April 3, 2013 Author Posted April 3, 2013 Those are birds? XD They look like dinosaurs to me... yes I am aware of the relation... >.> I always thought they looked like turkeys or something lol btw in case you guys missed it, update is on the last page, post number 257 I think if you want to see it.
Cezul Posted April 3, 2013 Posted April 3, 2013 Those bird heads usually denote an actor of some sort in Unreal, although my memory is a bit fuzzy. Been quite awhile since i made maps for Unreal engine games ( Rune in particular )
Anon989 Posted April 3, 2013 Author Posted April 3, 2013 Those bird heads usually denote an actor of some sort in Unreal, although my memory is a bit fuzzy. Been quite awhile since i made maps for Unreal engine games ( Rune in particular ) Yeah, the ones in the pic had to do with wind direction. In case anyone is curious as to what those in particular were for. btw Post Processing is being difficult, so it'll be a bit before I finish with 'em.
Anon989 Posted April 3, 2013 Author Posted April 3, 2013 Off early today, as one of my co-workers got pissed and called me the "N" word. Which makes sense because I'm white. Oh, and as a bonus he said this in front of a particular group of people who took extreme offense to said comment. Needless to say, that guy is a dick, and my boss handling it for me to avoid any more conflict lol. Also I hate to say this, but I hope he gets fired. I have no respect for people like that... Moving on, going to drown my rage in some UDK work for the time being, and HOPEFULLY have the prototype of the dynamic depth of field working for ya to see. edit Prototype is done, getting weird conflicts with my color correction, will post a video of it in a bit (without the color correction, unless I get it working).
Anon989 Posted April 3, 2013 Author Posted April 3, 2013 Update April 3rd: Got the WIP prototype of the Dynamic Depth of Field (it auto focuses on what your aiming at, and blurs the rest) I mentioned done (minus some minor tweaks), having some issues with it and my color correction, and am currently awaiting a reply from some people on how to fix it. But enough about that, here's the video (as always Fraps causes a lot of skip on my Comp, definitely need to find a new recorder program for this): http://www.youtube.com/watch?v=Isu_bFMHoEo&feature=youtu.be btw Bump up the video quality if you're having trouble noticing it. And as always let me know what you think, and I hope you all like/enjoy it
Cezul Posted April 3, 2013 Posted April 3, 2013 That looks fucking amazing, and we'll be exploring abandoned old ruins like that in the game right? Right!? Tropical/exotic environments are god tier.
Anon989 Posted April 3, 2013 Author Posted April 3, 2013 That looks fucking amazing, and we'll be exploring abandoned old ruins like that in the game right? Right!? Tropical/exotic environments are god tier. That's just the stock udk map I'm using for testing things atm, though if you guys want it, I can do a ruins type map later down the line. The assets are already done for me so it wouldn't be too hard to make lol.
Anon989 Posted April 4, 2013 Author Posted April 4, 2013 Thinking of doing a laser sight for targeting rather than the traditional cross hair type that most games use. Something akin to say, the recent Resident Evil games. Anyone have thoughts on this before I get to work?
Cezul Posted April 4, 2013 Posted April 4, 2013 Yeah that'd be cool for a more hard core approach. Would be a cool intuitive way of implementing a crosshair.
dmen77 Posted April 4, 2013 Posted April 4, 2013 Sounds interesting. This would definitely decrease clutter in the hud, but the only problem I can see is the possibility of losing track of the little red dot in the environment or during panicked situations. Yeah, it could work.
Anon989 Posted April 4, 2013 Author Posted April 4, 2013 Sounds interesting. This would definitely decrease clutter in the hud, but the only problem I can see is the possibility of losing track of the little red dot in the environment or during panicked situations. Yeah, it could work. Perhaps I can give it a little glow around the red laser dot to compensate for that potential problem...I'll have to try some things out tomorrow and we'll see how it goes.
Anon989 Posted April 4, 2013 Author Posted April 4, 2013 Yay shorter work hours for me, at no reduced pay I'm getting home at 2pm now rather than 3/4pm like before. So that aside, I will be rebooting my efforts on my environment modeling since I'm waiting on a reply to help figure out my post process stuff, and I'm waiting for my finished camera before I dig into the body modeling stuff. I'll post an update later tonight if I get anywhere with it (modular building parts) today.
Nonsense667 Posted April 4, 2013 Posted April 4, 2013 Neat video. ^^ And as for the laser pointer, I was not a huge fan of it in resident evil 5, but honestly... thinking about it, I'm not really against it... which surprises me. XD
Anon989 Posted April 5, 2013 Author Posted April 5, 2013 Update April 4th: Hmm after like the 30th 3ds max crash, I'm taking a break from modeling today. I'm definitely going to see if there's an update or something I can do to up the stability, because right now it's absolutely terrible Though this will free me up to finally try out Bioshock Infinite (Everyone I talk to about it tells me it's another mind f*** at the end). So that should be fun to try out Also is a good opportunity to look/tear at their game files with the UDK, always fun/informative to see how professional Dev's do things lol. And as for the laser, I'll try and get that done tomorrow so you guys can check it out and such. edit Forgot to add that I made some progress as to why the post process effects were messing with some things, and that will likely end up forcing me to redo the damn dynamic field of view part. Hopefully, won't be too hard, but we'll see
Anon989 Posted April 5, 2013 Author Posted April 5, 2013 WIP Mini Update: Laser Teaser Time, got the material + particle effect done last night, here's an image of it in action. still needs to be attached to the gun however, so I'll post back later when I finish it up.
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