I started work on an attributes window. The game system itself has been developed for a long time on excel, the way combat works, the balancing act of it all, but programming a function as simple as “decrease one integer and increase another every time you level” is harder…
So… making clothes for a character is a bit of a daunting task. I’m not saying it’s hard to do… but damn, I was afraid of doing it. Well, I hopped back into Unreal Engine after two whole months away from the system. There were simply too many…
I really need to put some clothes on these characters…
Featuring a glimpse at my account name / password and server menu screens!
Hey, I basically learned everything so far off of YouTube tutorials, so here’s one more awesome feature I didn’t have to figure out myself (but I understand well enough to modify… to some degree).
So, I decided it’s time to try implementing some cool gameplay feature. What to implement? Well, what’s the first thing a player in a multiplayer RPG does? Choose a race and class, that’s right. Since I’m going with a classless system but also because I’m not quite sure how…
It looks like Luke’s moisture farm (I’m just kidding BTW – this is a fantasy/medieval RPG, after all) has turned into a decrepit old air conditioner from NYC in the 1970’s. Enough of that for now.
How are we gonna learn how to make 3D models for our video game? The same way we learn how to do everything in life, Pinky… YouTube video tutorials. Here we can see the Armando in its native habitat, attempting to create what appears to be a moisture…
Whoever said “fire makes everything look better” clearly never said that at all. However, built-in fire effects-generators from Unreal Engine FTW.
Managed to sort out that UV mapping problem for now. Nothing crazy, I’m not a texture artist or anything yet (those are marble and stone textures that came with Unreal Engine), but I did design that wicked ceiling!