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MrPresident:
New build update

Download: https://g4p.org/downloads/PolyDungeons(0.1.2).7z

Framework for a menu is in place. Press Tab to open.
I've also redesigned the initial dungeon to make it more 'story driven'
Some models have had their collision boxes reworked.
Grass Shader reworked
Added chests (Example one in the starting area)
Probably other things I'm not thinking of.


This being a pre-alpha phase of development, there won't be much in the way of content for a while. I'm working on the systems that I will use to build the content later on. If you want to download and try these builds out, that's awesome, but keep in mind that there's 'not much to do' other than run around and try and find bugs for me to fix, or give me ideas for things to add! :)

MrPresident:

--- Quote from: JamminR on December 29, 2018, 09:05:58 PM ---How would I reset again?

--- End quote ---

In this latest version, I added a way to do this by Pressing Shift+Ctrl+Del while in game.

JamminR:
Re: Reset - cool. Easier to restart when those mace guys kill me. (Either I've been lucky, or 0.1.2 made them more difficult or plentiful)

While I'm running around maiming, pillaging, storming castles in Alpha, could you add some sort of enemy countdown as I kill them?
Would help me/us/anyone to know if we've found and killed all of them while bug hunting and feature requesting.
Even if it's a simple additional text at the top left - ## enemies left.

Not sure I saw it in tab menu, but you're going to add a gold counter soon too I'd hope.

Also, dead body gold floating sprite is difficult to see far away, and honestly, even close up.
It's beautiful when directly viewing nearby, but, after running around sword strafing a group of baddies, it's challenging to find where I've been to collect gold.
That might be your intention, but if not, perhaps draw distance and or size of sprite or both (or..something) could be modified?

Loving the fun details so far.

EDIT - Backpedaling?
I don't know how many time's I've wanted to walk "backwards", facing "forward", with character 'back' to my view, as I'm fighting so I could swing at enemies coming at me.
I imagine slowing speed a bit, perhaps (.9? x (current speed walk||run))?

EDIT2 - Ok, I keep starting then stopping to write ideas/notices. (No - I do not expect any ideas to be included - they are a single person's ramblings for ideas of what could become thousands against later)
1) Backpedaling - see edit above.
2) Floaty gold - difficult to see after a battle (I realize you might intend this)
3) Small detail - the broken dungeon chandalier - at least have 2-3 candles lit on it, if it can 'swing/move' and be lit too. If not swing and be lit, never mind. :)

MrPresident:
I added an enemy count for you. Seems like a fun idea for alpha testing.

The candles on the broken chandelier wasn't a bad idea, the only issue is that the texture on the candles isn't "lit".. you'll see.

I increased the sprite size on the pickup particles.

As for walking backwards... while I can see how that would be useful, usually walking backwards in TPS games isn't a thing. I don't even have animations for that, so that'll have to go on the back burner for now.

I'm reworking some HUD things, hopefully I'll have another build up tonight or tomorrow.

MrPresident:
https://www.g4p.org/downloads/PolyDungeons(0.1.3).7z

Reworked the HUD
Added an enemy count for JamminR. :D
Gold Dropped particle size increased.
Doors can be locked now and might require a key.
Leveling system implemented
Quick Use slot shown on HUD. You can right click items in your inventory to assign them to the Quick Use slot. (There's only 1 item currently)
Other things I'm sure I'm forgetting.

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