SLX
Midcard
- Joined
- Sep 20, 2011
- Messages
- 316
- Reaction score
- 0
Not entirely true. I just switched to a recent game engine.Fofo said:You just keep getting better and better!
Yes
I've been learning about the massive changes to the material engine as well as importing my own textures. UE4's material editor is crazy powerful, but even though I worked with UE3 it requires a learning curve. Good thing about this time around is that enough of UE3 remains, at least via it's workflows, that I can accomplish 90% of what I used to do, but ALSO have the ability to use newer techniques to get to the same place, but faster. So i can skip MUCH of the introductory content and slam right into the advanced techniques and features.
Getting havoc into the game was just a starting point and refresher. From this point on, forget much of what you think you know about Mayhem 64, everything is getting imported, improved, or replaced altogether.
The opportunities and perks available with using 3ds max, the modeling/texturing/animation package vs using a real-time game engine that supports DX11 and its features completely means that I can not only work faster (since i'm more advanced with Unreal than with 3ds max), but everything will come out looking 10x better, and it is much easier to model scenes/light/and set up effects than max. Why? Because with 3ds max, I had to use the mental ray software renderer for every single arena snapshot I had taken. These take from 10-15 minutes, with the time incrementally increasing with image and fx quality and resolution. talk about a pain in the ass! With Unreal Engine 4, everything is done on the fly, in real-time, and all dynamic lighting and materials are propagated immediately.
Also, everything I create could actually be ported into a playable game if the arena is reconstructed and the art is programmed as a playable multiplayer level complete with wrestling combat controls. Would you be able to recreate No Mercy's gameplay? Yes! But it wouldnt be a copy/paste operation. You're talking about contstructing hundreds if not thousands of move animations, as well as taunts and entrances, and programming each one to be not just available to the player's chosen character, but unique to each and every fighter. As well as programming the moves to animate correctly and be called upon correctly by the engine. It is not impossible but since no template exists for this type of game, you're talking about much more work than the average person is not only capable of doing without submitting to burnout, but more than the average person is capable. Especially if you want a game of sufficient quality. And don't get me started on how buggy the game could actually be! Not only does the industry mandate that games be rigorously beta tested, but even with a Quality Assurance department of paid testers working months ahead prior to release to debug these games, but they still miss stuff, as the WWE series has shown repeatedly in the past. Surely a wrestling game of any substantial quality will be buggy, and the worst part is that once the bugs are found, your team may not even know how to fix the problem.
I'm not making a wrestling game unless i can get together a substantial team to do so. I actually had Tneck, one of the admins of Wrestling Mpire, working with me on the Zen Davis' project "Pro-Wrestling!", and we both still had trouble getting that off its feet. Finding team members interested in a wrestling game who actually knew what they were doing was a bitch.
Updated snapshot of progress. Since it was a double post, it didn't update, so bump.