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TIGSource ForumsCommunityDevLogsOur Ghosts of War - A 400km2 World War 2 Sandbox Survival Game Developed in UE4
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Author Topic: Our Ghosts of War - A 400km2 World War 2 Sandbox Survival Game Developed in UE4  (Read 7661 times)
pixelperfectpolygons
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« Reply #40 on: August 21, 2016, 08:01:09 PM »

Our VFX artist forwarded this video showcasing her progress with our rain. I'm loving it.

https://www.youtube.com/watch?v=MxP6BG4IVUI&feature=youtu.be
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« Reply #41 on: August 22, 2016, 04:25:50 PM »

Renault R35 Tank Turret

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« Reply #42 on: August 23, 2016, 09:18:34 AM »

Panzer IV Tank Turret (New Textures)



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« Reply #43 on: August 27, 2016, 03:13:24 PM »

Forest Alive

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« Reply #44 on: August 28, 2016, 11:26:25 AM »

"Welcome to your new home. Lets hope it holds up against the shelling..."

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« Reply #45 on: August 28, 2016, 05:41:07 PM »

"Craft your own defensive lines!"

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« Reply #46 on: August 29, 2016, 11:22:22 AM »

I just got a look and our finished rain might be the best rain I've ever seen in a videogame. We're going to hold off on sharing the footage until we've settled on how we're going to go about doing crowdfunding and debut the footage there along with a ton of other gameplay features that have never been done in a FPS let alone a World War 2 game. I'm so excited! Smiley
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« Reply #47 on: August 31, 2016, 03:30:01 PM »

Completed Bazooka with Shell.



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« Reply #48 on: September 08, 2016, 10:40:29 AM »

In love with Quixel Megascans.

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« Reply #49 on: September 12, 2016, 11:32:17 AM »



After a ridiculous 24 hours awake I've uploaded our Git repository with movement, river currents, megascans, light, medium, and heavy rain, wind mists VFX, and cleaned up code. We've also purchased a server on Amazon and got networking running on that. Feels nice to have the project coming along guys. The plan for the rest of the month includes incorporating the following systems into the game. They will then be refined as we test our gameplay.

01. Advancement Movement Mechanics
02. Bird Life
03. Spawning
04. Inventory system
05. Building system
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« Reply #50 on: October 11, 2016, 11:03:22 PM »





Fog of War is a system that makes it that players must actually explore the game world before the map reveals to them what's there. So all the players on one team exploring a game level will fill out the map for that level for all the players on their side.
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« Reply #51 on: October 12, 2016, 12:04:35 PM »





Began work on our animal AI. You can see how the rats in our game will scatter when approached.
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« Reply #52 on: October 12, 2016, 09:13:02 PM »

SEPTEMBER 2016 PROGRESS REPORT

-- Buildings
-- Inventory
-- Rain
-- Militarypedia / UI
-- Birds
-- Advanced Cover System
-- Social System
-- Running and Gunning
-- River Currents

OCTOBER 2016 Progress Report

-- Adaptive Binaural Wind
-- Spawning
-- Team Selection
-- Saving
-- Rat Animal AI
-- Health, Stamina, Hunger, Hydration, and Temperature
-- Achievapedia
-- Fast Travel
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« Reply #53 on: October 13, 2016, 08:44:51 AM »

Our Ghosts of War got health and other systems working!




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« Reply #54 on: October 14, 2016, 11:08:14 AM »

Today's update: We implemented logic to handle team data involving characters, buildings, spawns points, and more. The idea is to be able to have a class that can distinguish which team a player is on and what dynamically created assets belong to which team. This is of course just a foundation on which we will  build our team systems on.
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« Reply #55 on: October 14, 2016, 02:05:37 PM »





The Fog of War system now dynamically updates maps: This means you can open the map, walk around in the world, and the map will automatically show the areas you discover. Furthermore, the map now shows objects of interest, such as allies (green balls), and your own position (yellow ball).
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« Reply #56 on: October 27, 2016, 10:48:42 AM »

Here're our latest updates to Our Ghosts of War on our Perforce version control. Expect such updates for the foreseeable future.

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« Reply #57 on: October 28, 2016, 10:39:26 AM »

Our latest updates for Our Ghosts of War include GPU FX, Fog of War optimizations, and more.

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« Reply #58 on: November 01, 2016, 10:18:54 AM »

The plan for the first week of November is to get all the systems completed over the last month together in a single build and see what kind of problems crop up. The feeling is that independently these systems will work by themselves. Put them together and things will start to break. Will keep you updated.

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« Reply #59 on: November 01, 2016, 05:34:23 PM »



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