Raiulyn

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Raiulyn
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  • @Azeth The fact that Unity doesn't have serialized dictionary amuses me. When the Unity peers tell me Unreal is too bloated, I point out how heavy Unity relies on the asset store to supplement missing features and having different assets from differ…
  • But: The only thing that makes me somewhat place a bet on them, is Epic Games, because they are actually encouraged to get your games up there. You'll be surprised at Unreal Engine's toolset. There are times that I had to tell myself "Unreal probab…
  • But what makes you believe that Unreal wont do anything greed driven in the future too? Its also just a regular company which looks to increase its profits as much as possible. People here act like switching from Unity to Unreal is a safe bet to avo…
  • Based GiL as always. As far as C# engines go, ones that I come across are: Flax Engine Unigine Stride3D Godot (Once its C# support gets updated) My team is moving over to Unreal. Downside is having to translate C# to C++ and adapt to Unreal's workf…
  • I remember doing something similar as well. It was a small project trying to emulate a Harvest Moon game with RPG mechanics. To answer the question. Yes, it's possible with ORK and event systems. That said, if it's something complex. You're much …
  • Okay, so the data is being sorted by index not GUID. That means conflicts are bound to happen. Is it possible to create a system where upon loading a save, check if it's the old v1.0 save. If so, extract the values out of the old v1.0 saves then rea…
  • Let's say in a scenario that a release of v1.0 where couple of Stats have been defined(STR, INT, AGI, LUK). In the v1.1 update, the game designer could think of changing those stats and expand them further like (STR -> ATK and DEF, INT -> MATK…
  • Have the Schematics and Formula reference the ORK player when it runs so it grabs the variables and do checks. Attach it to gameobject's Machine and add Interaction components. If you want the NPC to have its own stats, there's the local variables …
  • In most use cases, ORK spawns gameobjects/actors that can engage in battles as combatants. According to Oxford dictionaries, 'Character' is all the qualities and features that make a person, groups of people, and places different from others while '…
  • Mapping out pedestrians and camera events
    in Grand Night Comment by Raiulyn June 2020
  • Testing and implementing Pedestrians and Pathfinding
    in Grand Night Comment by Raiulyn June 2020
  • ORKFramework has a built-in Third Person Controller. If you want to integrate Opsive Third Person Controller, refer to this tutorial. Knowing how to script helps in case you need to do something specific
  • Sounds like a job for Inverse Kinematics. That said. If you're using animations, the animations might revert back to its initial positions and rotations though. You can try Blend-weights and Crossfades to blend animations together. For example, ani…
  • Knight 3D model WIP Implemented Rewired for mobile controls and testing out Camera events.
    in Grand Night Comment by Raiulyn May 2020
  • I recommend finishing the game tutorials from start to end. It should give you a general idea how you can approach your game once you understand how ORK works.
  • Implementing Time of Day and Volumetric Beams A proper look at Volumetric at night
    in Grand Night Comment by Raiulyn May 2020
  • Character modelling process Rendered ingame with Subsurface Scattering on
    in Grand Night Comment by Raiulyn May 2020
  • An early terrain loading test on mobile. Ingame dev build with Bloom, DoF and other post-processing effects Testing an early ocean shader
    in Grand Night Comment by Raiulyn May 2020
  • A WIP world map with planned locations generated by Gaia
    in Grand Night Comment by Raiulyn May 2020
  • On the topic of GUI, I'm making a mobile game and while ORK's menu system does the job well. It's not up to the standards of the current mobile games in the market. Hence instead of fiddling around and try to make it work, I built a custom UI with a…