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March 13, 2024, 03:30:26 PM

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1  Jobs / Offering Paid Work / [Paid] Trailer creation for a dark Sci-fi Adventure on: January 24, 2024, 12:55:04 AM
Hey guys,
I'm looking for someone to help me out on creating a SUPER AWESOME trailer for my Game 'Exodition'.

I already made a trailer 2 years ago but I have a lot of content for a new one and I also wanted to use it for officially announcing early access, when it's releasing.



(Here is the old trailer)

If you get inspired by what you see and if you think you can make a better trailer than that - send me a message on Discord (Frece#6766). Please include in your message who you are, why you write me and send me at least one trailer you created so that I can get an idea of your work.
This is a paid opportunity.
2  Jobs / Offering Paid Work / [PAID] Animator + Unreal Cutscene composer on: November 20, 2022, 05:35:10 AM
Company Description
I am Fabrice Magdanz aka Frece Gentleman, a freelance Game-Artist with about 7 years of experience in making own games and working in the indie game industry. I started working on my own Game 'Exodition' 2 years ago besides my work. Check out the Trailer:

The Game is already on Steam with a free demo and I am planning to release Early Access on early 2023. The game is about 60% done. So far I worked mostly alone on it, except of a few freelancers and interns I hired for several temporary tasks.

About the Game
Exodition is a third person platformer heavily inspired by Oddworld, Little nightmares and Rayman 2. You are playing a clow-human-like species and you have to climb up a giant dystopian cyberpunk city dodging countless deadly obstacles to free your wife. There are many strange alien-creatures and machines on your journey as well as a deep backstory to discover.

Job Description
I need someone who is able to animate in Blender as well as implementing these animations in Unreal to create an ingame cutscene. The Models + Rigs + Sounds will be delivered from me and there would always be some sort of script/or storyboard for the required cutscenes as well as concrete feedback.

In general it would be good if you know well about the fundamentals of animation as well as having a good sense for character movement.
Basic knowledge of Blender as well as Unreal is necessary.

Availability should be around 5 to 10+ hours per week so not too much. I have a mainjob beside my project and therefor the development may be a bit slow but steady.
Depedning on the success of the early access I could offer more hours, since i would also put more time into the project per week myself. After finishing the project (Roughly end of 2023) I have plans for a lot more projects so if the collaboration works well it would be a pleasure to have you on these projects too. Smiley

What I expect
- An Animation-Portfolio which shows that you have internalized the fundamentals of animation
- Discord connection with voice
- 5 to 10+ hours per week
- Solid Blender knowledge
- Basic knowledge about the Blender-to-Unreal workflow as well as some experiences with the Cutscene editor in Unreal
- A general interest for the project 'Exodition' and its setting

What I can offer
- Solid Payment per hour
- Concrete instructions and feedback from an experienced generalist with a clear vision
- A cool and fun project about half way done
- A lot more nice project-ideas in the future
- Increased payment if the early access launch is successful

If this sounds interesting, send out a message on my Discord (Frece#6766) with your Animation-Portfolio and some info about who you are, what you can and why you want to participate on the project.
 Coffee
3  Community / DevLogs / Re: EXODITION - Obscure 3D Jump'n'Run on: May 20, 2022, 10:26:08 AM
Hey Guys,

here I am back with a new Devlog  Cool. Check it out in this brand new video <3




I hope you like this new format.
If you have any feedback send it over. I thought about keeping the videos much shorter in the future, but if you think the length is okay like this it would be good to know.

See you in the next Log <3
4  Community / DevLogs / Re: EXODITION - Obscure 3D Jump'n'Run on: March 12, 2022, 01:04:25 PM
*Insert dancing Gif here*

Guys!! Lately I am feeling the sweet joy of Exodition-Dev again.  Kiss

In the last two weeks I did a bunch of things:
1. I set up Git for Exoditon to have it more safely backupped but also to work simultaniously on the project with different people. Because lately I decided to search for helping hands on the level designing. Designing each level in Exodition takes almost most of the time of the development so it would be really good to have someone helping me out there. I recently found someone new there and I probably tell you more about him in the upcoming posts.  Coffee
2. With some help of one of my interns I finished the work on a long planned new Enemy-Monster in Exodition. It bacame a true beauty. Have a look yourself:



And I even managed to animate this dude. Check it out:


These guys will called 'Karnotex' and they will hunt you like a bull. Exodtion will be a dangerous place.
I even managed to import and implement their logic. It's crazy how fast this went. And since it was so quickly done I decided to create a concept for a new little nightmare. Check it out here =J


Those will come in groups and fly deep above the ground like furry bats  Evil. Creating their nests with spiderweb-like substance. Ramming their poison tongue right in your head by falling down on you.  Evil

I may have lost myself in the monster creation of Exoditon but it's one of the main reasons I created that world. To dream about the strange creatures which live in this dark world. Kiss

3. I also implemented the little 'Poxys' which I created quiet a while ago. Think I just shared them on my twitter. https://twitter.com/i/status/1396873637655814145
Funily I created the model almost one year ago and now they finally made it into the game. But in a way it is a good sign to me. When I finish a long slept task on the exodition-todo-board I always feel this good mood in my heart where I think: YES! And all the other tasks will also be done one day. (You may know how intimidating a huge taskboard can be. and crossing things out always feels like gold!)

4. I made some small changes in the level structure and thought about adding a Canalisation. Yes!! It will be a spacious tube system you may go through to come to the final stage of the second passage. Speaking of which. I already often talked about my 'great' level planning and finally I wanted to share it with you. It alreay changed in the process but nevetheless I want to show it to you so that you can see how I already have the whole game planned out. This plan was created around 2 or 3 months after I started the Exodition Development and it helps me to always keep track about where I currently am in development.  Kiss


To Explain: You start at the bottom left and go to the right until you follow the flesh up and then you go to the left and so on.
As you can see I planned to seperate the levels in 3 major passages. 1-The underworks 2-The mid area and 3-The city tops.
In terms of level-building I am already at 50% (Roughly at the station level). So I'm almost done with the second passage  Kiss The top passage will be another huge joy to build I cant wait for. I basically LOVE all aspecs of the development on Exodition.  Kiss Kiss
Anyways - So I set up the blockout for the canalisation in no time and focus now on actually building it.

5. As always there have been small but good little changes everywhere in the game which may not seem very important, but for me it absolutely is. I can only suggest you to do this if you  create a game. Go to older areas and add/polish something here and there. Your game will become a lot more 'Rounded' (They say in germany Grin)

On my list now:
1. Implement the flying little nightmares
2. Finishting the Canalisation and the 'Station'
3. Creating textures for some assets I created a while ago.
4. Maaaaybe doing some polishing already in the currently done levels. I recently went through them and noticed that there is some additional polishing nessessary. Shrug

Still I am heavily focussing on setting up the Dev back to 100% on MayKiss
Until then I will finish some more tasks already.

See you soon hopefully <3
5  Community / DevLogs / Re: EXODITION - Obscure 3D Jump'n'Run on: February 19, 2022, 10:22:48 AM
Hey Guys,
time is running like crazyWho, Me? I just noticed that the last Devlog is already 5 Months ago. That's almost half a year. Unfortunately I havent had much progress in that time. I was very busy with my Freelance Jobs and some other smaller ideas. BUT!!
I finally made a decision. I decreased my workload in many of my jobs and so I will be able to push a lot more on the project in the near future. In fact, I reduced my jobs so much, that I have plenty of room for development beginning in may. Together with my savings I can keep this situation until more than the rest of the year  Kiss and my plan is to really start to push it in May.

I am planning the following:
- Multiple hours of dev per day.
- Regular Devstreams of Twitch
- A lot more Social Media activity. More recent Devlogs etc.
- Around end of the year I want to do the Kickstarter finally.

With the current planned scope of the game, I should be done with the entire game in a pretty rough state around the end of the year. Nov/Dec.  Depending on the other jobs again. Tho I really want to avoid accepting new jobs in the rest of 2022.

I basically really want to finish this dude.

So what do I have for you to show in this devlog.  Cool Well.
Here you go:

The Lorus Citizen finally made it into the game.


The Doc of the Lorus also have been done. I thought about anyimating him a bit androgynous  Kiss this will be SO cool!

and also:

I pushed the factory level to a almost 'done' state where I just need to add some small details here and there.

So that's it for this devlog. I'm really looking forward to 2022. Giggle
 Gomez Gomez Let's do it!  Gomez Gomez
6  Community / DevLogs / Re: EXODITION - Obscure 3D Jump'n'Run on: October 16, 2021, 12:18:55 AM
Hey guys,

finally another devlog update. It has been quiet a while. My last entry was in May and there are three major reasons for the long quiet.

Firstly I had the Idea of changing the devlog from text to video to be more entertaining. I actually made a record, but there was a problem with the mic and everything was lost. As you may know losing a file can be frustrating and for some reason I never tried it again. I always thought that I will soon do the videolog again, but I pushed this task in front of me until today. Though to be quet for so long, annoyed me too much. So I create another Text-Devlog, that you guys know I'm still progressing. Cheesy That being said I can really imagine that the next devlog will be a video. Kiss

Secondly it was hard to decide what exactly to show you. There are a lot of construction sites all over the game. To make a quick list of all the things that have been (Roughly) implemented since my last post:
-A 6th level for the first passage has been addet
-Level 7 has almost been done
-Level 8 and 9 had been blocked out roughly
-The first enemy in Exodition had been sculpted, retopologized, textured, rigged and animated (Huge task)
-I created the first Lours enemy (THe big evil bosses)


Check out more views on this tweet: https://twitter.com/ExoditionGame/status/1401584675122868225?s=20
-Together with my current intern we created even a second lorus character lately (the general citizen)
-Added a skyrail-train with cool external engine
-Immiliorated the Traffic system in the second passage
-I created a Website (!!!) Go and check it out here: https://www.exodition.com/


-Soundtrack have been expanded
-Added a big number of new puzzle elements throughout all latest levels
-Created a double jump for the main character
-Created a FONT file for the Exodition-Writing System.
- Created a trailer video - check it out here:


-I invented a theoretical board game of the Lorus, which is pretty close to Chess, or Shogi. I will love to show this one to you.
-Also I setted up everything a Kickstarter page. Its far from publishing, but the rough planout has been done.

Damn.. I have not noticed myself how much I worked on the project the last 6 months. Honestly.. I am really surprised while writing this lost, how far I came. To me it felt like not so much because I always had the feeling that I could work more on the game besides my jobs, but I often felt too exausted.
The good thing is that yesterday I finished a Level on which I started working months ago. This felt like a HUGE thing, even though it was just one level. Though it will deffinately be one of the most compliced ones so it's a good progress. Anyways - a lot of these tasks are not yet fully polished and I always felt that I wanted to present them in their final stage. ..Strange because some are really done but that's exactly why I create this post here now.  Grin

Thirdly as I mentioned I felt that I havent done so much progress on the game and I felt that I'd rather focus on gamedev instead of creating such a devlog, because as you all know time is rare.

Honestly I can tell you that after publishing the demo I realized that after that first milestone I have this huge mountain of work in front of me and that was quiet intimidating. Nevertheless I am proud to have done so many things in the last 6 months anyways. The devlog post is a good reminder for that right now and the last days have been full of new things for the game so I really feel back on track. All of this is a good motviator.

So whats next? My tasklists goes as follows.
- I really need to gain more followers for Exodition since I want to launch a Kickstarter in the near future but I first need a good follower-count. Please spread the word as much as you can. You can find all social media links here: https://www.exodition.com/community
- Together with my intern I want to finish all the planned Lorus designs in the upcoming weeks. Let's see if we will be able to do it


- I usually created cutscenes between the levels and these are still missing in the first latest created levels. I probably change that in the upcoming weeks
- Carry on my work on level 8 (a giant conveyor-belt factory)
- Probably blocking out all remaining levels to get a better overview of what is in front of me
- Really want to push some cutscenes related to the Lorus. I want to see how much work these will be to estimate how many cutscenes I will be able to do
- Maybe expand the Exodition-Wiki a bit more
- I wanted to push the sounddesign a bit because a lot of the newer game elements have no sound yet
- Work on marketing assets for convention-booths on cons like Gamescom
- Also I want to set up some nice devlogs in the near future too. To talk more detailed about the done things I did over the last months. Publish the new logs here and on steam as a video + a bit of text.
- I also want to do more devstreams soon xD AAAA

As you can see there are so many tasks and each one is so important. Basically everything what I do of these tasks will be good progress Kiss so I will just follow my intuiton as I did all the time.

In conclusion I can say that Exodition will become a big game with so many different things to discover. For me it's a huge accomplishment so far already and every day it feels like I am getting further and more advaced. I can say that Exodition will be one of the biggest undertakings I will ever have done in my life and this makes me so proud.

Until next time
Have a nice one =J
7  Community / DevLogs / Re: EXODITION - Obscure 3D Jump'n'Run on: May 07, 2021, 04:54:43 AM
Hey Alain,

I am so glad to read your feedback and it's a great honor that you played my game. I can't wait to play yours =D.

To answer some of your points:
The level transition bug is already fixed with the latest update. Gomez Interestingly this bug didnt happen to me while testing and so I didnt knew about it until some people had this problem.

About the long death animations, you are probably right =D. I already have an idea how to solve it, but its not in the latest update yet.

Too bad that the jump with the two squishing machines put you off. It was actually the last jumping puzzle, followed by some cutscene and story =J.

About the slow-feeling basemechanics. I guess it is something personal. I heard from some people, that they really feel good with the controls and movement. Nevertheless, I know what you mean by "a bit slow". Actually - my idea  is to increase the moving abbilities later in the game. In my streams I already built in the very satisfying double jump =D.
I already thought of placing this doublejump mechanic in the demo, but this would have meant that I would have to create a very different demo branch, which I want to avoid. It should basically flow in the rest of the game.

Thanks again for testing and feedback. It's greatly appreciated.  Beer!
8  Community / DevLogs / Re: EXODITION - Obscure 3D Jump'n'Run on: May 05, 2021, 03:46:35 AM

https://store.steampowered.com/app/1518650/Exodition/

Yes Guys!!
You can play the Exodition demo yourself now on steam.

The process of uploading the demo on Steam was quiet strange in many ways, but I managed it anyways Cheesy FINALLY!!!
I would greately appreciate any feedback you guys have on it  Kiss

---

After the last weeks where I created the UI, made a lot of tests and bugfixing for the demo as well as setting everything up on steam I am finally back on the "real" gamedevelopment of Exodition. Leveldesign, enemiedesign as well as more detailed storywriting. My favorite processes. Nevertheless I have to say that I enjoyed the latest tasks a lot anyways.

So next on the to do is:
- Looking at feedback from demo players and fixing more bugs and maybe polishing the demo a bit.
- Finally creating more levels for Exodition. I already have 5 and a half  Cheesy In one of the next posts I probably will show you my overal level-plan.

See you guys and have a nice play  Kiss Kiss
9  Community / DevLogs / Re: EXODITION - Obscure 3D Jump'n'Run on: April 24, 2021, 02:57:41 AM
It's done.  Blink Blink

the task list of my last post is done - and there have even been additional tasks addet as well as been done too.  Smiley
Lets see:
- Additional Demo fixing
- Creating better graphic-settings  Beg
- Make graphic settings actually save (Interestingly that userinterface was another smaller task which I pushed in front of me again for quiet some time. It seems like these smaller tasks on which I don't really know how to solve them yet are the most neckbreaking. Good thing is - after solving they are not that scary anymore.  Cool
What I hate about these kind of tasks is that they are not adding to the actual game-Content, but they are VERY important anyways.
These details are making a game - A real game I think. Here are they in their current state.  Grin


I really think that these settings will change a lot in the final game, but I wanted to provide propper settings for the demo already. Shrug So these are the unoptimized ones =D.
Good thing is - you get settings to play with and I already learned so much about UI and how it works in Unreal so that I am strong for the real UI when it comes. (In maybe half a year or so =D)
Anyways - I am not sure if you saw it but I also wanted to share the main menu:


Additionally I addet some prescreens when you are starting the game - Showing the Logo of the game and that it is powered by Unreal to show tribute. But not only that, I also created a Logo for my "Company". Honestly, since I am creating the game all on my own I don't even know if I should set up a company anyways, but if I am not setting up a company I will use this as an Artist-Name: BUGMAN
Check out the new Logo  Cool:


I am fairly happy with it. Motive and Colors, as well as the Name and the Text-Style. Though I may simplify it in the future.

Last but not least I had to clean up the demo from anything which is not included in it since I deved a bit further. Righ now there are 5-6 levels created but only two of them are meant to be in the Demo. So I wanted to delete the not-used levels to make the game as small as possible.
In the same way I seperated the Demo from the main game. This means that everything I will polish in the Demo have to be polished in the main game too, but I think it's in a pretty good state so that there wont be any big things to change in the demo. Beer!

AND THEN
FINALLY!!!


- First Steambuild upload
Yesss!!!  Smiley Smiley Yesterday night I uploaded the Demo of Exodition on Steam for public. It is now ready on "Will be proved" in steam and should be done in about 3-5 working days. We'll see. Let's hope that there will be no bigger issues. If you have a Win 64 System you'll be able to play the game as soon as the proving is done. I will make another post when the Demo is released  Kiss

These were some big tasks in terms of providing the game for players. Not much for the gameplay itself but then again - the feedback I hope to get by sharing the game so early will be a HUGE help while creating it. By the way - you can alread go on the steam page of Exodition. It's there!

I have a whole lot more to show. Some new enemies and a new area - but I will just make another post on the upcoming days.

GUYS!! Exodition is moving on. Thanks for reading  Kiss Kiss
10  Community / DevLogs / Re: EXODITION - Obscure 3D Jump'n'Run on: March 19, 2021, 01:00:17 PM
From your voice I would assume that you are german, am I right with that?
Exactly  Wink Excuse my mistakes in grammar or formulation. This video was not meant to be 100% polished perfection. Just to have something to send out for people who are interested in the project.
Anyways - Thank you so much for your kind words. Kiss It is exactly what I was aiming for.
11  Community / DevLogs / Re: BattleJuice Alchemist – An Alchemical Action RPG on: March 16, 2021, 12:24:15 PM
Damn, this game looks amazing =0. I didn't knew you were creating a game too Alain. Really nice one  Epileptic and I LOVE the soundtrack  Kiss. Who is creating it?


If I may give a little feedback as an artist - Isn't the ground texture a bit too noise? I feel that it's hard to distinguis floor from obstacle. but maybe that's intentional  Shrug.

Anyways. I love to see that you are working on such an amazing title and I placed the game on my wishlist =JJ
12  Community / DevLogs / Re: EXODITION - Obscure 3D Jump'n'Run on: March 16, 2021, 12:16:47 PM
The tracking shots in the beginning are beautiful as is your look as a whole. For me the video went a bit too much into detail verbally, because your world is a strange and mysterious one that maybe does not need a lot of explaining. Your imagery is strong enough to speak for itself, I think. But this is just a thought of mine, I still enjoyed watching a lot!

I am very glad you like it  Kiss and I agree with you. Hand Thumbs Up Right This video has too much of talk in it. For a proper trailer I would probably not use any voice at all, and if I would- then not mine =D. The only purpose of this video was to show and tell about the game and it's story so that people can get an impression of it.
You'll see more mood in the future  Cool (I'm an absolute fan of wordless storytelling)
13  Community / DevLogs / Re: EXODITION - Obscure 3D Jump'n'Run on: March 12, 2021, 09:23:43 AM
Today I finished my work on the video.  Kiss Kiss
Check it out =)
 



Yes yes yes =))) I finally made it.  Beer! thinking about it, I wanted to have something like this video for a long time, but I never really had an idea about how to do it properly. But now Im glad to have it. This will be very helpful to explain people with just a leisure video, about my game.  Cool Really hope you like it.

Also, the work on the Steam-Shoppage is done. As I meantioned, the demo should go online soon for all of you as well. Can imagine that this may take a little longer than planned tho, but its depending on my main-jobs.  Shrug

So next up:
- Additional Demo fixing
- First Steambuild upload
- Working on the next level (Finally some content creation again  Kiss)
14  Community / DevLogs / Re: EXODITION - Obscure 3D Jump'n'Run on: February 27, 2021, 09:19:01 AM
Thank's for the message Alain! Glad you are interested in Exodition.  Gentleman

Seeing someone playing the game really in front of me was possible with my grilfriend already and it was so funny to see her walking in my traps xD But honestly I wish that the situation will come to an end this year. Anyways I recieved valuable from different people already AND this week I even fixed a lot of it too. My plan for this weekend is really to finish a video where I show a bit of the game. Not  as a real trailer, but more like a presentation with voice from me so that people understand what the project is about. Also to share some picturtes in motion from the game finally. Not just with gifs Hand Thumbs Up Left

15  Community / DevLogs / Re: EXODITION - Obscure 3D Jump'n'Run on: February 23, 2021, 12:12:06 PM

Guys!!

10 days have passed since my last post  but it already feels long ago regarding all the things that happened since then.
I already made some of my friends try the game and already processed some of their feedback.
Before sending it out to my friends I added a few FX and some more (strange) Voice sounds  Cool

AAAAND I also set up a LOT of social media =D
Im not quiet sure of where to focus on posting on but I'll probably post anything anywhere so that the most people see it.
 Kiss Kiss If you are interested in the project please follow and share where you can.  Kiss Kiss

These are the new Platforms:

In a few weeks I will share the demo with all of you. Probably already on Steam. Wait - Steam? YES, I payed the fee to set Exodition on Steam. I'll fix anything in the demo first and then I will upload the demo, which may take some time to be tested from steam before going public but hey - let's hope that this will go quickly.

So yeah - at the moment it's not so much about actual gamedev but instead much more about spreading the word. But I really feel that it's the right time now.

I really hope to finish a video in the next days too. This will help to get an impression of everything and to gain interest for the demo.

Until the next post, I wish all of you a nice time Smiley
16  Community / DevLogs / Re: EXODITION - Obscure 3D Jump'n'Run on: February 14, 2021, 03:42:38 PM
Sweet Lord,

it's time for a new devlog and DAMN, have I much to tell you.  Shocked

On january I found a lot of time to work on exodition. Actually a lot more time than expected. Same goes for the rest of this february.  Kiss

This additional time helped me to finish a bunch of things which I was pushing in front of me for a while.

Lets see the updates:

- Cutscene Animations? DONE!!!
- Cutscene Texts? DONE!!!
- Cutscene scripting? DONE!!!
 Mock Anger Mock Anger Mock Anger

Okay. You probably don't know how much this means for me, or for the game itself, but its quiet a thing since I have 3 "real" cutscenes in the first two levels (Which will be basically the demo)
And I have to say that I had a lot of fear about this task. If I will be able to do it and if I will get it fast enough so that I can actually work with it. Crazy
What I can say after working countless hours in the sequencer is that it is quiet frustrating to get into it and still I am not absolutley secure in my workflow. I will probably test more things in the future, but I really managed to finish the scripting. Gomez

With the finalization of these cutscenes the game is really good to go to be tested for feedback purposes. there are some sounds and small exects left to implement here and there, but really. The major part is done. YES!!!! I AM SO GLAD!!!!! You wouldn't believe.

Check out this portal transition as a small glimpse:



---

What else?
- I am basically done with the leveldesign of the Tower-level (lvl 4 of 15) Check it out!!



- I set up the base for the next level (Nr. 5) but I spontaniously decided to also create a very small level between 4 and 5 to give it a bit more dynamic. See the first the first draft here:



- Usual bugfixing and polishing on the run here and there. This one is quiet effective.  Gomez

---

So far so good. What's next?

- As I mentioned I still need certain sounds. (about 8 smaller sounds so I think this will not be too much work)
- I still have to come up with a solution for the voice-sounds there will quiet some dialogue in my game and I'm thinking of different ways to do it. So far I'm planing to just use text and to put an imaginary language-voice over it. This need to be tested. If it's to rediculous I probably have to find a way of voiceacting it.
- My plan for the next month is to share the game again, with all of my friends and family for testing purposes. I will get feedback from anyone who I can and from then on I am willing to put the demo avalable for public.

Guys!!  Cool Cool All this here feels like dream is coming true.. I manage to face all obstacles in the development and to actually get through them.   Giggle
Stay tuned for the next update since it may open you the possibility to try out the game yourself. I would apreciate you (dear reading person  Kiss) testing it as well. See you soon Gentleman
17  Community / DevLogs / Re: EXODITION - Obscure 3D Jump'n'Run on: December 30, 2020, 12:26:55 PM
Hey guys,
another month passed and it was actually quiet amazing. Cool
I got some unexpected freetime to work hard on Exodition. Lets see what has been done:

-Level 4 is evolving to something larger and more brutal I have expected myself =D Check out the current state =0 (There is still some stuff left to finish:



It became quiet a lasershow =D
.... oh and the lasers are deadly  Evil

-I created some supersweet garbage texture for my terrain material. I actally created this seamless texture again in ... Photoshop  Who, Me? But its working =000





Its great how performance friendly this way of creating huge amounts of 'just stuff' is. I even created some small cans and plasticbags as a foliage tool to brush over the garbage and give it some acutal 3D.  
In a way this was a small task but I pushed it in front of me for quiet some time, thinking about how to solve the idea.. And here it is. I'm so glad - I finally have huge piles of Junk xD

-Another great thing is that I finally managed to implement a save system with which you can travel between levels, but so that certain things in each level stay changed after you come back. This may sound easy to do, but for me it was a big task which I also pushed in front of me for several MONTHS. Now it is done and I am so SO happy  Kiss

-Some signs have been addet to the game so that the player can read something about his surrounding at some points. I will show it to you as soon as I have done the interface for the signs.

-I had some ideas about cutscenes and how to stage certain events. Some stuff happened there already but it's not done yet.

-One of those things have been Portals - Thats right!! There will be portals in Exodition. They will be used by the player to travel between the "real world" and the Dimension of Darkness. You will get to know what this is while playing the game Wink Anyways - lets see the portal:



You can see how I'm testing it's activation, running and deactivation. All these have been easy setuped functions in a Blueprint. The true secret is is the material which is basically two swirl-masks rotate into one another.. Maybe I will do a video of how I created this because it was acutally a really easy solution but quiet effective.

As you can see the development has been a bit all over the place but I am having a rough direction in mind so that I can offer you a demo to get an impression yourself. It is actually already good to play and I even have let my family and friends test the game. (Which helped me already) But I surely want to offer it to you as well. Therefor I will just take some more time to polish further and to implent the cutscenes I have in mind. Stay tuned.

If you want to be part of the development, join my discord =) https://discord.gg/PkJuJkbWQQ I would be very happy to see you.

I wish all of you a good start into the new year 2021 and let's hope that the corona-difficulties will come to an end in that year.  Beer!
  

18  Community / DevLogs / Re: EXODITION - Obscure 3D Jump'n'Run on: November 29, 2020, 11:32:50 PM
Hey Frece! The concept and atmosphere of exodition looks great, I'm looking forward to see more!

Thank you =J That was exactly what I aimed for. And I will also post news regularly.
19  Community / DevLogs / Re: EXODITION - Obscure 3D Jump'n'Run on: November 29, 2020, 11:31:09 PM
Wow, very atmospheric! When combined when intriguing story, it's great mix for success. Hand Thumbs Up Left Hand Thumbs Up Right

Yeah! =) Thats the plan. I have to tell you guys more about the story soon. Thanks for the proposal  Hand Thumbs Up Left
20  Community / DevLogs / Re: EXODITION - Obscure 3D Jump'n'Run on: November 29, 2020, 11:29:32 PM
That saw gif got a laugh out of me haha This looks neat so far!

Thanks =0 A comment from you means a lot to me since I saw your awesome looking game already on twitter. I love the jump animation of your main character cat  Kiss
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