• if you cant see the pic to well just enlarge them the reduced version make them hard to see for me anyways since my eyes are horrible.
    new website can be found here http://www.fore-loregames.com

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  • well took about an hour to figure out but as long as you got 3ds max you can do anything i guess so with my work flow between daz and 3ds max and then to UE4 i am now able to attach armor to my character in daz using daz assets which are really high quality and then bring it into 3ds max to delete the character mesh and armor parts i dont want together and then export each piece of armor with the same skeleton and and import it all to ue4 and just point all my armor pieces to use my characters skeleton. which means any and every piece of armor and accessory can now be visually equipped using the socket system in ue4 and will bend and move along with the characters skeleton with no collision. just figuring this out is a huge step to making this game that much better!
    new website can be found here http://www.fore-loregames.com

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  • heres a pic to show it in action if you look at the left hand side where it says add body parts you will see the test shirt and test pants have been added to the model

    image
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

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  • ok after another 4 hours this morning i have finally figured out how to attach armor in game so you dont got a model running around naked so as of now i got a fully functioning armor system
    new website can be found here http://www.fore-loregames.com

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  • ok so after a small clean up and adding in the hot bar textures and a revamp on the inventory system i have decided to show you guys my wip inventory and ingame hud

    this first picture shows the base hud layout starting at top left you got your hp and mana bars along with a dynamic avatar which is basically capturing what the character does in real time and shows all actions and animations the character does. top right is the minmap that shows the area around the player. which will come in handy since there is no area map or world map in this game and some areas enemies will be coming at you like no tomorrow. so i gave a top down view of the player to serve as a way see whats coming since anything that enters the the field of view of the minmap will show up in real time. the buttons on the mini map are the inventory quest and skills buttons of course each menu will also have a hot key but i figured it might be nice to give them buttons as well. on the middle of the screen there above by the shirt is the hover over text for items when you get close to them still needs some adjusting seeing how its off centered. and at the bottom is the hotbar with the xp bar.

    image

    next screen shot is of the inventory which is a revamp from the old system since the old system with just using arrays caused your items to disappear after 60 seconds. this system uses the new ue4 UMG system and a structure system to house and call items. as you can see its still a work in progress due to my grid lay out images not showing up like there suppose to atm. but basic functionality is there and so far all of it works. so far the list of options goes as so.

    When item is clicked it brings up a small action menu which will grey out the inventory like shown. the top button text will change per item so say you have a banana the top button will change to use or eat or what ever you put with in the item blueprint. my system allows for versatile functioning because you can edit each item in the blueprint to do what ever you want so say you want to pick up a flaming ball and you want to drop that flaming ball on a campfire to spawn a flame effect it can be done quickly and simply with a few changes to the item blueprint use command. same thing with adding armor to your character the use command can get changed to equip or as shown wear me and eventually ill have it so the icon will reappear on the correct armor slot or have it change to learn to spawn a new spell icon in your spell book which then can be dragged into your hotbar. same thing with adding hp and stuff or spawning a small healing well. its all possible with the new item/inventory system i built.

    things to do are add in spell book. get equip slots done and last but not least coding in the drag an drop feature in order to make it all work seamlessly together. the drop button of course just drops the item back into the world i also plan on applying this feature to the drap and drop as well once i get it implemented. and i have to add in the stats and currency parts as well .

    image
    new website can be found here http://www.fore-loregames.com

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  • so past 2 weeks i have been working on the inventory system basically doing a full revamp to make it even better. so as of now i successfully implemented drag and drop with int he inventory it self along with item stacking and drag and drop back into the world with full stacks of items as well as picking up the stacks again. i have implemented a mouse event to change mouse cursor on hover as well as item name on hover this will also be used for people you can talk with as well other things through out the game. the drag and drop function was the biggest pain in the ass seeing how it took alot of coding to get it to work in just the inventory it self. i will not be implementing any kind of stack splitting seeing how this is a rpg not a mmo. all these function wouldnt be possible with out the help of a friend of mine out in cali that has been helping me get this stuff working. things that still need to be implemented is the drag from inventory to hotbar as of now it dont drop to hot bar but does register that its there. just a matter of codding the drop part. which means making a inventory for the hot bar so you can just pass the info over to the new inventory. which is another few days of coding... once that is done then spell book and equip systems will come next to allow information to be passed between all systems. @Gil i gotta hand it to ya these systems are a pain in the ass and to keep building them like you do is pretty cool
    new website can be found here http://www.fore-loregames.com

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  • Hi, this seems to be a promising project, but I'm not sure I get one thing:

    did you abandon ORK and ported it all to UE4?
  • yes the whole game has been ported to ue4 and was totally revamped. with all new features such as the new sphere grid skill and stat point allocation system which is still in the works. Think ff10 style but more interactive. the reason why i can still post updates is thanks to gil giving me permission. if that clears things up a bit more for you.
    new website can be found here http://www.fore-loregames.com

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  • if that clears things up a bit more for you
    It actually doesn't, since I'm busy trying to determine if I should create my commercial RPG with ORK. :) I'm not sure if you moving to UE4 is good news at all.
  • oh ok i understand your question now. ork had nothing to do with my move. all in all ork was a god send for me since it allowed me to do things quicker. i was actually having issues with unity that was making it hard for me to get things just the way i wanted them. mainly lighting issues and some terrain issues. things that my game relies alot on that was not working like i expected them to. my move to UE4 was based off that. if your looking to make a rpg with ease then ork is the way to go.
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

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  • edited December 2014
    if your looking to make a rpg with ease then ork is the way to go
    Well, apparently it was not your way though. ;)
    But if Unity's good enough for Wasteland2 and Pillars of Eternity, it has to be good enough for me.
    Post edited by Gregorik on
  • edited December 2014
    @WT--Always interested to see your progress and have learned quite a bit from what you've done. Am working for example now with DAZ to make my own figures. : ) But sticking with Unity and ORK for a number of reasons.

    I wish you would come back to Unity and ORK but root for you to get your game done the way you want it to be done--in whatever vehicle you want to do it. : )

    I still think you might get it done faster and still really well with Unity and ORK but you are pretty inspiring. : ) And am sure the learning curves you're going through are really good for your own development. : )
    Post edited by Catacomber on
  • @Catacomber thanks yeah i am getting it done how i want to do it. so far i have alot of new stuff planed out thanks to ue4. one is the new sphere grid. im also implementing a few mini games as well. ill be posting new pics soon of the new Violethaven its just a huge under taken cause its about 4 times the size of the old one. where talking about 500 interiors all with breakable items to search through. these interiors will be alot smaller as well but just the sheer size of the city im building will take some time. and thats just the city part not the 2 caves systems i have planed for the first area. and the underground section of Violethaven it self. so where talking about just a few hours of game play alot of stuff to search and destroy. and that's just the tip of the iceberg and dosent even include the side quest. or any of the other maps i have yet to create. im also working out a collectable system as well. was hopping to be alot further along but coding does take time and im learning alot so it all in all thsi is a good experience for me. but i hope to have some WIP pics of violethaven soon to show you all :)
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
  • i have to retract my statement on the 500 interiors and change it to about 3000+ maybe 6000 ( depending on how many buildings i decide to add. reason being after i made the first building the total housing units was around 400 give or take.
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
  • Web site now has a new look all old content from previous build of the game has been removed and started to add new stuff to the site. so check it out tell me what you think :)

    http://www.nissyokugames.com/
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
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