I agree with this, BUT, you do not owe royalties as you still do with UE4 with their cheap sub. Just a small guess, for Ghost Song, you'd lose a lot more money from sales with UE4 than you would with a Unity license. Unity requires no slice of your pie.
I find the industry standard cut of sales more offensive. Can be damaging to the little guy.
It was a lot more approachable *to me* than Unity was, but I've certainly heard people saying the opposite. My project's specific needs would have ruled out Unity Free anyway (pretty glow effects!). I watched some videos on the official youtube channel. They have a getting started series, that covers most of the major elements of the tools and it all seemed well within reach of what I was trying to do.
Given that what I was trying to do initially was have pitch black surfaces and uniform glowing surfaces, that maybe isn't saying much. But I've not had much trouble putting in what game logic there is using blueprint... and I've started working a lot more with matinee and even started experimenting with particle effects.
That's why I mainly tell people to try it out for a month.
you can buy the first month and cancel UE4. and can still use it and even publish games as well. you just lose future updates.
Do I have to worry about a billing contract or penalties for cancelling my subscription?
Your subscription payment automatically recurs, but you’re free to cancel at any time. There’s no penalty for cancellation.
When you cancel your subscription, you won’t receive access to future releases of Unreal Engine 4, however your login will remain active, and you are free to continue using the versions of Unreal Engine 4 which you obtained as a subscriber under the terms of the EULA. You may still release your game.
I'm starting to get the picture but this is one of those things I'd have to see play out to see how it all fits. As for your audience, is that who you specifically want to target and set out to target at the onset or is it just a byproduct of genre because its par for the course? I'm only asking because you can target a demographic with either story or gameplay and since you brought up story I'm curious if you explored options for the type of net you need to cast to gain interest from a specific group or groups. Its a process not many talk about so I'm always interested to hear how others leverage any type of design to catch the proverbial fish.
I will admit, I haven't really designed the story or game with an audience in mind. I've honestly never done that before. I mean I guess I could say in some ways it does sort of go for a more DA:I-like audience. Since my current plan is to have a romance system and a possible base building aspect.
But... At the same time, there's actually no story choice outside who you romance. Yes, a section of the game changes if you're either male or female, but it's not like storyline altering.
The idea is that you get to a part in the Capitol city of the Ne-ina Empire (which is Asian inspired) where there is a place where only females can enter. Thus if you're male you have to do something else. If you play female this section changes because you can enter.
Also I will admit, the romance part is a bit of a challenge. As I have never written same-sex relations. Though I guess if I just you know not make it seem like something that is odd- then it really isn't that different from writing a straight relationship.
I will admit, I haven't really designed the story or game with an audience in mind. I've honestly never done that before. I mean I guess I could say in some ways it does sort of go for a more DA:I-like audience. Since my current plan is to have a romance system and a possible base building aspect.
But... At the same time, there's actually no story choice outside who you romance. Yes, a section of the game changes if you're either male or female, but it's not like storyline altering.
The idea is that you get to a part in the Capitol city of the Ne-ina Empire (which is Asian inspired) where there is a place where only females can enter. Thus if you're male you have to do something else. If you play female this section changes because you can enter.
Also I will admit, the romance part is a bit of a challenge. As I have never written same-sex relations. Though I guess if I just you know not make it seem like something that is odd- then it really isn't that different from writing a straight relationship.
No difference in writing for same sex relationships. I don't see how? Also, choosing to lock the player out of a section of the game due to character sex choice is no fun unless it is a 100% nonessential part of the gfun. I find these types of mechanics to be no fun, personally. I'd rather prevent sections of the game from being accessed by other means that does not require a "reset".
No difference in writing for same sex relationships. I don't see how? Also, choosing to lock the player out of a section of the game due to character sex choice is no fun unless it is a 100% nonessential part of the gfun. I find these types of mechanics to be no fun, personally. I'd rather prevent sections of the game from being accessed by other means that does not require a "reset".
Guess that's where we differ... I personally don't feel a need for players to have to experience everything. If anything I feel like in RPGs that mentality can actually ruin choices.
So the more I think about it, the more I like the idea of changing my original concept to a 2D game with a Super Metroid or maybe Gunpoint-esque art style (if I can pull that off). I even had an idea for a name that I like, and fits with the themes of the story (I think); "Eventuality". Now, keep in mind that I came up with this idea while sitting in one of my history courses, and it was kind of born from a story idea rather than a gameplay idea, which will become obvious as you read this.
Basically what I wanted to do originally was have a first person adventure game in the style of The Vanishing of Ethan Carter, but with more player agency. The story would revolve around an employee at a media megacorporation who is working on documentaries. It takes place in the future, with the MC being sent back in time to document and get video footage of major disasters (natural or man made) in history, from the perspective of the victims. My ideas off the top of my head were stuff like Pompeii, the Great Fire of Rome, and Hiroshima/Nagasaki (I'm going to do research for more time periods).
Basically, he would go to these time periods (which would be broken up into hub areas like the ones in Deus Ex Human Revolution), and attempt to assimilate into their culture. The MC would have a camera in a contact lens that would record everything (obviously for story reasons, not gameplay reasons), and he'd have to help the people out to gain their trust, all the while waiting to record the catastrophe and escape to the next time period. As he helps the people, he grows to like them, and eventually wants to save them from their impending doom. But (and this is where I'm still very undecided on what direction I'd want to go)
he fails to save them in every time period, with the general theme being that history has already been written, and the MC doesn't have the power to change it.
NOW I'm thinking that it'd be interesting to do the same story in a metroidvania style, with the areas being presented sequentially as if on a timeline. In each area, the player completes puzzles to a) gain the trust of the townspeople and b) repair the broken time portals (name not final) to get to the next period. Maybe the player could have futuristic tools at their disposal, but they need to be discreet about using them (stealth system) so they don't scare the people of that time period (I'm not so sure how much I like that idea though) Maybe there could even be a Majora's Mask-esque doomsday countdown mechanic.
What do you guys think, honest opinions? I like this idea a lot, but I feel like there's a lot of stuff I won't be able to see on my own and there's a lot of potential room for error.
So the more I think about it, the more I like the idea of changing my original concept to a 2D game with a Super Metroid or maybe Gunpoint-esque art style (if I can pull that off). I even had an idea for a name that I like, and fits with the themes of the story (I think); "Eventuality". Now, keep in mind that I came up with this idea while sitting in one of my history courses, and it was kind of born from a story idea rather than a gameplay idea, which will become obvious as you read this.
Basically what I wanted to do originally was have a first person adventure game in the style of The Vanishing of Ethan Carter, but with more player agency. The story would revolve around an employee at a media megacorporation who is working on documentaries. It takes place in the future, with the MC being sent back in time to document and get video footage of major disasters (natural or man made) in history, from the perspective of the victims. My ideas off the top of my head were stuff like Pompeii, the Great Fire of Rome, and Hiroshima/Nagasaki (I'm going to do research for more time periods).
Basically, he would go to these time periods (which would be broken up into hub areas like the ones in Deus Ex Human Revolution), and attempt to assimilate into their culture. The MC would have a camera in a contact lens that would record everything (obviously for story reasons, not gameplay reasons), and he'd have to help the people out to gain their trust, all the while waiting to record the catastrophe and escape to the next time period. As he helps the people, he grows to like them, and eventually wants to save them from their impending doom. But (and this is where I'm still very undecided on what direction I'd want to go)
he fails to save them in every time period, with the general theme being that history has already been written, and the MC doesn't have the power to change it.
NOW I'm thinking that it'd be interesting to do the same story in a metroidvania style, with the areas being presented sequentially as if on a timeline. In each area, the player completes puzzles to a) gain the trust of the townspeople and b) repair the broken time portals (name not final) to get to the next period. Maybe the player could have futuristic tools at their disposal, but they need to be discreet about using them (stealth system) so they don't scare the people of that time period (I'm not so sure how much I like that idea though) Maybe there could even be a Majora's Mask-esque doomsday countdown mechanic.
What do you guys think, honest opinions? I like this idea a lot, but I feel like there's a lot of stuff I won't be able to see on my own and there's a lot of potential room for error.
Awesome, thanks so much for the help and encouragement! I can't wait to get started.
That sounds ambitious. But at the end of the day, it's all about your motivation level. You mentioned Gunpoint so I thought I would mention that Tom Francis is doing a video tutorial series for first time gamemakers. So that might be a good place for you to start.
I would also suggest you try to make something extremely simple first as an exercise, like a Tetris or Space invaders clone, just to help you get your feet under you.
Your game sounds cool, but it's all in the execution. Good luck!
Wow, that's awesome! And this definitely helps a lot, especially because you sound just like me. I downloaded Unity a couple years ago and didn't even bother trying to use tutorials, just jumped right in. I messed with it for maybe 15 minutes before I got frustrated and gave up.
Let that path be dictated by gameplay and story choice, not by a checkbox on a character creation screen. Involve the player in that process of making decisions that affect outcome, let the player make those decisions pro actively and they will feel more involved in shaping the outcome by their deeds and not what happens in a game menu.
Let that path be dictated by gameplay and story choice, not by a checkbox on a character creation screen. Involve the player in that process of making decisions that affect outcome, let the player make those decisions pro actively and they will feel more involved in shaping the outcome by their deeds and not what happens in a game menu.
But that would be out of place, since the game has no other choice before than outside romance. That would be the same as having a choice ending where there was no choices previously.
I completely get what your saying, but if the player is informed that their choice at the start will effect certain events, doesn't that do enough?
Won't lie, spent most of today in a daze feeling pretty unwell due to the nerves, so here's hoping everything goes alright. It's pretty terrifying just having it... out there.
But that would be out of place, since the game has no other choice before than outside romance. That would be the same as having a choice ending where there was no choices previously.
I completely get what your saying, but if the player is informed that their choice at the start will effect certain events, doesn't that do enough?
If there is no other choice in the game at all and you plan on locking content out due to a statistic at character creation there's a lot more that you need to get in order before you put these pieces together.
Oh you can inform the player, sure. It's not getting the player involved though. It's just asking them to tick a different, 100% arbitrary box before the game starts which means nothing. You can do it how you want, but it's certainly not involving the player in the actual game and giving them choices which affect outcome, you're affecting outcome based on a statistic, not choice driven by emotion, history of player experiences or any other gameplay element be it interaction with NPCs, hidden elements or story pieces the player may find - it's based on a statistic that the player can choose before the game even starts (at least I'm guessing when that element occurs, based on the genre).
I also don't know how big you want this game or what your plans are for it or who this game is aimed at so for all I know it could be a 1 hour quick romp which would seem like the right place for this type of choice since it could be so quickly replayed but given the slant of the story I'm guessing that is not the case.
I'm just saying all this with only what you've presented here. So I might be missing key elements of your design ethic and other parts of the game but from what you've said - I'd highly recommend a big nope.
Won't lie, spent most of today in a daze feeling pretty unwell due to the nerves, so here's hoping everything goes alright. It's pretty terrifying just having it... out there.
My game Gunman Clive 2, was released today and I've spent the entire day on twitter, google, and occasionally gaf. Starting to feel a little bit reassured that people don't hate it now.... should probably go to bed, but in a few hours I might get the first EU sales numbers....
My game Gunman Clive 2, was released today and I've spent the entire day on twitter, google, and occasionally gaf. Starting to feel a little bit reassured that people don't hate it now.... should probably go to bed, but in a few hours I might get the first EU sales numbers....
TBH, my game has the art style it does because I can't draw ha! As Wreck said, start with simple shapes. My first project was a text-based, time-driven RPG combat simulator done in Code::Blocks.
As for a design doc. Limit it to scribbles and notes. Docs are a great way to limit progress, IMO. Note key elements, simplify the plot and get to experimentation. When you are confident in your skills at iteration then begin preproduction. Or even fly the whole thing blind, depending on your project. A friend of mine spent a good 3 months writing an entire doc for a game 2 years ago and sent it to Shuhei Yoshida, for some odd reason. Over 150 pages of gameplay elements, story, literally the entire game. Never heard back. He could have had a working prototype in that time and sent vertical slices to various development portals, started gaining interest for it online, etc. He still pretty much writes docs waiting for something to happen.
If you are just starting, experiment first to see your weaknesses and progress. Or quickly gather teammates to help you iterate. Seriously. Docs are mere guidelines. Many devs don't even use them. If you have your game in your head then what is stopping you from progressing? A doc won't get you iterating!
Grab Unity, Stencyl, Construct, UE4, etc. Start building small slices. Start building a team. No time like the present!
So I've watched about half of those Gamemaker tutorials from Tom Francis, and I think I'm gonna try to do my game with that. One question though; what is the basic development roadmap/structure? I'm prototyping stuff right now, but what do I do after that? I'm guessing it's gameplay first, then level design and everything, and then visuals/audio/etc last, right?
Won't lie, spent most of today in a daze feeling pretty unwell due to the nerves, so here's hoping everything goes alright. It's pretty terrifying just having it... out there.
If there is no other choice in the game at all and you plan on locking content out due to a statistic at character creation there's a lot more that you need to get in order before you put these pieces together.
Oh you can inform the player, sure. It's not getting the player involved though. It's just asking them to tick a different, 100% arbitrary box before the game starts which means nothing. You can do it how you want, but it's certainly not involving the player in the actual game and giving them choices which affect outcome, you're affecting outcome based on a statistic, not choice driven by emotion, history of player experiences or any other gameplay element be it interaction with NPCs, hidden elements or story pieces the player may find - it's based on a statistic that the player can choose before the game even starts (at least I'm guessing when that element occurs, based on the genre).
I also don't know how big you want this game or what your plans are for it or who this game is aimed at so for all I know it could be a 1 hour quick romp which would seem like the right place for this type of choice since it could be so quickly replayed but given the slant of the story I'm guessing that is not the case.
I'm just saying all this with only what you've presented here. So I might be missing key elements of your design ethic and other parts of the game but from what you've said - I'd highly recommend a big nope.
Okay, I get what your saying. I think I will take it into consideration and only maybe do it. Though I will still keep the whole idea that your gender dictates who you can romance. Similar to Inquisition (unlike previous DA where everyone was bi.)
Also I want the length to be... decent. I totally want to have a Start, Middle, and End sections. With the middle being obviously the longest. I am aiming for a more like... 20 hour game, with extra content at the end (and side-quests throughout the game.) Maybe I'm thinking too far ahead but I want to hopefully get this on Steam for $10. Even if just a 100 people buy it and enjoy it, that would be great.
Even want a dungeon that unlocks post-game which has hyper versions of bosses, with modified mechanics.
Also I apologise If I'm being a hard-ass this is my first game I truly wish to finish and release.
It's just a small prototype of the combat I was working on. There are several bugs in this and the only way to end it is either by manually closing it or pressing the right key on the keyboard (left restarts, and down switches turns without attacking..i think). You just highlight and click on one of the icons below a character to select an action.
I was implementing swapping places in the line but stopped so if you click a character and drag them you can have some..weird results.
I'm pretty close to being done rebuilding it back to this state. What I'm currently adding to it is:
4 skills for each class
Lines rotate at the same time (agility will decide if the player or the enemy at the front will act first)
Attacks with different ranges
And I'm toying having the dead stay in the line causing you or the enemy to lose a turn to act.
Okay, I get what your saying. I think I will take it into consideration and only maybe do it. Though I will still keep the whole idea that your gender dictates who you can romance. Similar to Inquisition (unlike previous DA where everyone was bi.)
Also I want the length to be... decent. I totally want to have a Start, Middle, and End sections. With the middle being obviously the longest. I am aiming for a more like... 20 hour game, with extra content at the end (and side-quests throughout the game.) Maybe I'm thinking too far ahead but I want to hopefully get this on Steam for $10. Even if just a 100 people buy it and enjoy it, that would be great.
Even want a dungeon that unlocks post-game which has hyper versions of bosses, with modified mechanics.
Also I apologise If I'm being a hard-ass this is my first game I truly wish to finish and release.
So the more I think about it, the more I like the idea of changing my original concept to a 2D game with a Super Metroid or maybe Gunpoint-esque art style (if I can pull that off). I even had an idea for a name that I like, and fits with the themes of the story (I think); "Eventuality". Now, keep in mind that I came up with this idea while sitting in one of my history courses, and it was kind of born from a story idea rather than a gameplay idea, which will become obvious as you read this.
Basically what I wanted to do originally was have a first person adventure game in the style of The Vanishing of Ethan Carter, but with more player agency. The story would revolve around an employee at a media megacorporation who is working on documentaries. It takes place in the future, with the MC being sent back in time to document and get video footage of major disasters (natural or man made) in history, from the perspective of the victims. My ideas off the top of my head were stuff like Pompeii, the Great Fire of Rome, and Hiroshima/Nagasaki (I'm going to do research for more time periods).
Basically, he would go to these time periods (which would be broken up into hub areas like the ones in Deus Ex Human Revolution), and attempt to assimilate into their culture. The MC would have a camera in a contact lens that would record everything (obviously for story reasons, not gameplay reasons), and he'd have to help the people out to gain their trust, all the while waiting to record the catastrophe and escape to the next time period. As he helps the people, he grows to like them, and eventually wants to save them from their impending doom. But (and this is where I'm still very undecided on what direction I'd want to go)
he fails to save them in every time period, with the general theme being that history has already been written, and the MC doesn't have the power to change it.
NOW I'm thinking that it'd be interesting to do the same story in a metroidvania style, with the areas being presented sequentially as if on a timeline. In each area, the player completes puzzles to a) gain the trust of the townspeople and b) repair the broken time portals (name not final) to get to the next period. Maybe the player could have futuristic tools at their disposal, but they need to be discreet about using them (stealth system) so they don't scare the people of that time period (I'm not so sure how much I like that idea though) Maybe there could even be a Majora's Mask-esque doomsday countdown mechanic.
What do you guys think, honest opinions? I like this idea a lot, but I feel like there's a lot of stuff I won't be able to see on my own and there's a lot of potential room for error.
Tonights work on Primitive. Hoo boy. Stuff that should be so simple take a good deal of getting your head around... it's rewarding as hell once it works though.
Take this simple puzzle. A chess board, with two cubes of different colours in opposite corners. You have to swap the cubes around, so you have to be able to push them in all four directions. They have to know when they reach the final square. They have to not get stuck or overlap each other. They also have to know when they reach the final square IF the other one has already reached the final square. There may be simpler ways of doing it... but...
That's the blueprint code that handles everything.
I plan on making a more generic pushable block to use in further puzzles, but I only thought up a way to 'test' the generic blocks were in the final place after finishing this. Still, good to know for another day.
Absolutely with Facebook, GAF, whatever. F5, F5, F5. Ooh, new post! Time to read it. F5 just in case my subscriptions have a new post. F5.
WAIT MY DAY IS GONE!
Seriously, closing any web browsers and phones that could bring up forums/social media is really tough but probably very important to be actually productive.
Yeah, I should just drop it. If I can't even convince myself to stop procrastinating then obviously I would never convince anyone in a forum (and maybe it doesn't matter).
...
It's Friday! time to spam Reddit with my prototype!
Yeah, I should just drop it. If I can't even convince myself to stop procrastinating then obviously I would never convince anyone in a forum (and maybe it doesn't matter).
...
It's Friday! time to spam Reddit with my prototype!
Listen to criticism, yes. Adhere to it because its criticism, no. Especially when peeps like me havent played it. Without much to go on my opinions fall on the side of "I'll keep this in the back of my mind, which is behind the back of my face."
At this stage its hard to guage it. Use opinions as avenues to ask questions of your design. Different types of games can lend themselves better or worse to feedback based on what stage of development its in. For a 2D side scrolling action platformer like mine, its incredibly easy to get feedback on core mechanics early, as that is when those get set in stone. For something like this - a lot more has to be considered so its a tough spot at the moment.
You aren't doing or saying anything wrong
-
Gonna ask some of you XO devs...
When should I make the push for the XDK and devkit? As early as possible or wait until a huge chunk of the game is finished? What do you folks recommend? I would think the earlier the better but I dunno.
Listen to criticism, yes. Adhere to it because its criticism, no. Especially when peeps like me havent played it. Without much to go on my opinions fall on the side of "I'll keep this in the back of my mind, which is behind the back of my face."
At this stage its hard to guage it. Use opinions as avenues to ask questions of your design. Different types of games can lend themselves better or worse to feedback based on what stage of development its in. For a 2D side scrolling action platformer like mine, its incredibly easy to get feedback on core mechanics early, as that is when those get set in stone. For something like this - a lot more has to be considered so its a tough spot at the moment.
You aren't doing or saying anything wrong
-
Gonna ask some of you XO devs...
When should I make the push for the XDK and devkit? As early as possible or wait until a huge chunk of the game is finished? What do you folks recommend? I would think the earlier the better but I dunno.
I do wonder, would you suggest that I make a short video, maybe of the start of the game to give people an idea? Which then I wonder if I should make a youtube account (not using my main one) for it.
I do wonder, would you suggest that I make a short video, maybe of the start of the game to give people an idea? Which then I wonder if I should make a youtube account (not using my main one) for it.
Up to you. May give people a better idea of what your game is like but depending on the slice you choose may lead people in the wrong direction. Whatever it is - make sure the game says what it needs to say to attract people. If you are doing it for feedback alone then pretty much anything goes.
Up to you. May give people a better idea of what your game is like but depending on the slice you choose may lead people in the wrong direction. Whatever it is - make sure the game says what it needs to say to attract people. If you are doing it for feedback alone then pretty much anything goes.
I could show just after you leave the village, and also picking your class and doing a tid bit of the dungeon. It's mainly just giving you and other a better idea.
I could show just after you leave the village, and also picking your class and doing a tid bit of the dungeon. It's mainly just giving you and other a better idea.
So I've watched about half of those Gamemaker tutorials from Tom Francis, and I think I'm gonna try to do my game with that. One question though; what is the basic development roadmap/structure? I'm prototyping stuff right now, but what do I do after that? I'm guessing it's gameplay first, then level design and everything, and then visuals/audio/etc last, right?
I'm pretty sure I'll stick with Gamemaker for now, while I get my footing, but I'll definitely take a look! Thanks!
After prototyping it's all about playtesting and refining until you are completely satisfied with how your game plays. The next part is basically whatever you feel like doing at the time. It's good to mix things up though if you start getting burnt out from doing the same thing over and over. The feeling that you get after just adding a few simple sounds after doing a long slog of art assets is very inspiring. It just helps make the game feel like it's progressing nicely if it starts to grow in different areas while you work on it.
I made a gif of my game in prototype stage (Ludum Dare) until it is now
If anyone else has some cool progression shots, feel free to share!
I'm also looking for advice about Greenlight. If anyone has successfully gone through this process I'd love to hear what worked for you in terms of getting people to check it out and vote. At the moment it's basically stalled to about 3-10 votes per day, and looking like it's heading towards limbo. http://steamcommunity.com/sharedfiles/filedetails/?id=329294425
Yeah, I should just drop it. If I can't even convince myself to stop procrastinating then obviously I would never convince anyone in a forum (and maybe it doesn't matter).
...
It's Friday! time to spam Reddit with my prototype!
Well, I'm giving up for the night because I've watched about 3.5 hours of tutorials since I got home from class, but I think I can do this. Once I see all the tutorials, figure out how EVERYTHING works (because trying to figure it out along the way is no bueno, as I discovered when trying to make a rudimentary sprite stand on a platform) and nail down a working prototype, I feel like things will pick up pretty quickly. After that, I think the only thing that will give me any significant amount of trouble is art, but that's probably weeks or months away.
After prototyping it's all about playtesting and refining until you are completely satisfied with how your game plays. The next part is basically whatever you feel like doing at the time. It's good to mix things up though if you start getting burnt out from doing the same thing over and over. The feeling that you get after just adding a few simple sounds after doing a long slog of art assets is very inspiring. It just helps make the game feel like it's progressing nicely if it starts to grow in different areas while you work on it.
I made a gif of my game in prototype stage (Ludum Dare) until it is now
If anyone else has some cool progression shots, feel free to share!
I'm also looking for advice about Greenlight. If anyone has successfully gone through this process I'd love to hear what worked for you in terms of getting people to check it out and vote. At the moment it's basically stalled to about 3-10 votes per day, and looking like it's heading towards limbo. http://steamcommunity.com/sharedfiles/filedetails/?id=329294425
Well, I'm giving up for the night because I've watched about 3.5 hours of tutorials since I got home from class, but I think I can do this. Once I see all the tutorials, figure out how EVERYTHING works (because trying to figure it out along the way is no bueno, as I discovered when trying to make a rudimentary sprite stand on a platform) and nail down a working prototype, I feel like things will pick up pretty quickly. After that, I think the only thing that will give me any significant amount of trouble is art, but that's probably weeks or months away.
Awesome, thanks for the answer!
And wooooooow, that comparison .gif is awesome! Which development program did you use for your game?
Well your in luck, the video is uploading now. Sorry that it's 10 min. I don't make it all the way through the dungeon, but I hope this video gives some idea. Shall post the link within the hour.
Also note that nothing in the video is finished, some dialogue hasn't been changed from it's bubble form, and also there hasn't been any balancing done really.
Depends, do you plan on writing C++ or using Blueprint? Blue print is more accessible but more limiting. C++ is more flexible but less accessible.[/URL]
So granted, I should have gone to bed like, two hours ago, but I managed to fix the problem where the turning speed of the player was frame rate dependent. I also added in turn speed as a new option in my pause menu. Hell yeah! Next thing I need to do is override the camera aperture when the player pauses. That can be for another night however.