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No Heroes

Here it finally is!

Here's the new and biggest update of No Heroes, #44

Hope you enjoy the current state of the game
Support by sharing and rating the video

https://www.youtube.com/watch?v=xaTS5UF_2yI

Changes in this update:
- Island has been remade, making it much more believable,
- The map is still WIP and will be almost 2 times bigger than before,
- New Dynamic animations when player is not performing certain actions,
- Various animations while sprinting,
- Improved reticle effect,
- New gun sounds ( still place holder ),
- New particle effects,
- New and more believable destruction objects,
- Using a new Terrain Shading Solution, amazing improvement over the old one,
- Now using Physical Based Shading,
- Using a new Weather and Day/Night Cycle Solution,
- Lights switch On/Off during day/night transitions,
- Added Natural Bloom,
- Fixed IKs inside Unity, Arms look much better and more natural than before,

- It's also possible to retract or extend the stock of weapons in real-time inside the game
I forgot to include it in this update, but you can check it out by clicking here to see the video
https://www.youtube.com/watch?v=kJ6b_rjc4LQ

Here's an early look at the, basically new, improved island. The image was taken right inside the editor, without post-processing effects.
It's still work in progress. This improved island will be almost twice as big as the old one.

I'm preparing things for the next video update while also adding new destructible objects and structures.
I also improved performance, adding on average 20fps while maintaining the same look.
It's also possible to change Terrain's shading quality for faster performance.

One big, not so big change is the complete removal of vignetting post-processing effect. the final image is much better without it.




----- Other Updates -----

---- 06/06/2014

Make your own pathways in No Heroes!

Excited to show the new destruction and new map very soon.
I might also make the new, long overdue, Video Update #44. ( maybe next week or the week after, depending on what i have to show )
I will reserve the new multiplayer framework and scripting remake in the update #45.

The island was also drastically changed, improved and scaled. Has a much more realistic feeling.





---- 28/05/2014

Hello Everyone
Finally have a little more free time now, after finishing my last test yesterday. Won't have any summer vacations because of my internship though.

Anyway,
I've been looking at how destruction is usually done, and looking at some real life references, and i think i'm getting a better handling of destruction meshes.
Here's a comparison (using my amazing Paint skills ) of an old destructible object and a new destructible object.
I'm also going to make a new (maybe large) post soon, describing what i've also been doing besides the coding part, what was changed and added to the game.



---- 21/06/2014

For the last years, you have come to know me as that faceless person from DLG called Tiago. ( for those who didn't see the old vlog )
So i set up a personal twitter account.
You can follow it at twitter.com/Tiago11F

I don't usually tweet much though.

There's also the DLG twitter if you didn't know about it:
twitter.com/DrunkenLizardG


Remember to follow me on Facebook to get every update as it comes out:
https://www.facebook.com/DrunkenLizardGames

Hope you like what you see and thank you for your continued support :)

-Tiago

Posting some images of the game in it's current stage.





A new dynamic weather and day/night system is in No Heroes, making the sky and atmosphere better:





I'm also using RTP v3 to power the terrain in No Heroes, making the terrain more realistic than ever:

Here's an update on what i've been doing lately in No Heroes.
This will get a bit long and technical

Aside from the multiplayer networking and menu, i've been remaking all of the player/weapon/attachments systems in the game. This is a complete remake of the code, better structured and scalable. I'm making the structure of the code completely different from what it was. This new system cannot be made as it goes, it needs to be planned first, that's why it takes more time to make than the usual old code.
I also made the code when i was way less experienced, so it's somewhat normal for it to be a little bad.

How it was:
-Every single different weapon was coded in one main script that controlled all the weapons and another that controlled the player. This led to having scripts with thousands and thousands of lines of code. This was not practical, not scalable, poorly planned (made as it goes), a pain to debug, test and add new types of weapons and attachments
This was also a problem with weapon scripts, where every weapon code was inside one script. Same problems as before.

How it is going to be:
- The player will not have specific code to specific weapons, instead it will "control" the weapons by "asking" them what needs to be done (animation wise), everything else is controlled by the weapon.
Let's say, the weapon tells the player what to do, not the other way around (in most cases).
The player will only ask the main Generic weapon class for instructions, this means that any class that derives from that class will get that instruction, which is great for scalability and different types of weapons by having specific instructions of that weapon in the specific weapon script and not the players scripts. This framework is also used for attachments.

Anyway, you might be asking what does all this mean?!?
Well, this means that when the main code is completed, it will be 100 times easier to add new code, new weapons and new attachments without changing any single line of the previous code made and every new weapon and attachment will re-use code.
This will also enable to have many more options a player can make, by making these weapons / attachments have their own logic.

With all of this, here are new things that will be in the game (not necessarily because of this new system):
- Attachments can have their own logic, like
- extending a stock,
- changing between 2 sights in the same attachment,
- different types of magazines for the same weapon,
- turning off/on attachments, like flashlights/lasers, etc,
- Free Look,
- Pickup weapons/attachments/gear from the ground (mainly for Battle Royale),
- Weapons will have specific recoil patterns,
- and more that i forgot while writing this...

With all of this, you can clearly see that the previous system was NOT appropriate for the game and had to be changed (just like many other systems). I've been making this for awhile, mainly planning it, but i've started to implement it into the game.

Thanks for reading all of this and i'll leave an image as compensation
Thanks for the support

-Tiago

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