The Arena: Pre-Alpha footage of our third-person shooter centered around teamwork and strategy. Powered by Unreal Engine 4 New Video: • The Arena | Competitiv...
The cloak ability looks simple but really cool. Some great talent over here. I just started to use UE 4 and I'm completely new to this. Can't wait to make something.
This project looks amazing. I think I watch this video every time I start a new project. How many weeks did the team work on this before testing it for this video?
This is pretty awesome, can't wait to see if it goes public. I've been considering building a small TPS in my spare time to learn, play, and have fun with. I finally decided on Unreal Engine 4 over Unity3D. I'm more than probably in over my head at the moment but any tips, suggestions, and reading material you could recommend would be immensely appreciated.
Ive been trying to get proper multiplayer set and going. Ive mainly used Blueprints for ease of use, but seeing that you had much more success using C++, I think ill give that a shot. Did you use any tutorials for getting the Networking up and running?
This is so EPIC dude! Keep up doing this its awesome! Im new to the UE4 though but when I learn more about UE4 I might make one too. But not too complex. Btw are those guns from the Marketplace or did you guys made them?
This looks like a lot of fun! I love the stealth. Perfect. Just enough so u can see it urself but u are totally invisible to the enemy. Like the shields too. They just seem a bit out of sync at times. Overall, I would say it looks pretty damn good. Just gotta polish a few minor things gameplay wise, then u can work on the character models, environments and other actual content stuff. Good luck and happy hunting. ;)
have you ever thought about making a udemy course on how to create this ? or a youtube tutorial series. how did you setup that when you join a friend you keep your weapon laodout are you saving it in the game instance ?
this does look amazing but the jetback is definitely unbalanced. i do have a few suggestions for ways to balance. maybe reduce the vertical speed and or make it consume more energy. you could also make it into a multi jump. these are just suggestions and you can do whatever you want with your game. im not telling you what to do. i just wanted to make that clear because i have supset people in the past with suggestions before and just want to make sure i dont let it happen again.
I've been programming in C++ for almost an year now(currently programming some basic SDL stuff) and have got a decent understanding of I'd say the basics(variable types, all loops, pointers), also OOP(basically classes what public means what private means, inheritance and related stuff). Do you think that's enough for me to start learning UE4 C++ programming? If not, what things do you think I should learn? Also, would you recommend any tutorials? Thanks in advance, and great game btw, wish you the best of luck with it, can't wait to see it on Steam :D
+Jeffrey Stapleton Wow a year is a long time, it shows how devoted you are. Why stop now !? Everything in the game looks like a shiny new red car ! Or a new Dalek :D
***** Thanks! I am a intermediate dev and I am working on a fallout/borderlands game and was thinking of testing out the networking using steam somehow (not near ready for it yet though)
First off, game looks fantastic. definitely looking forward to seeing more from it in the future, subbed to your channel so I don't miss out.Since you seem to know what you're doing when it comes to designing games, I was gonna ask, I'm a fairly new programmer, I understand logic pretty well, but when it comes to syntax and practice, I need much more. I've been learning unreal engine 4 for a couple of weeks now, but mostly with Blueprints. Do you think that's better or should I start learning proper coding with C++? I wanna work on a proper project that should take a while, not something simple.
+Jeffrey Stapleton thanks for the reply! in that case I'm gonna spend more time learning C++ from now on. I'd read people from Epic saying that C++ is generally faster and less demanding that blueprints, but I wanted an actual developers opinion too, just to be sure which direction I should go. So thanks for that oh and good luck with the game!
+Bardia goharanpour From experience, I think learning both is a good Idea, Learning BP will help you learn how the "logic" works inside of unreal, which will in turn help you develop in C++ later, and vice versa. Vector, Location, Rotation... you will get very used to those terms really fast inside unreal. Good Luck!
How do you handle aiming since you have a camera offset? Do you look where the camera is aiming and adjust the spawn rotation of the bullet? Do you mess with character's aim offset?
Hey great vid. How did you do the weapon selections?(The part 20 seconds into your vid). did you spawn all the weapons? then despawn them after? thanks
***** so if you were to create a new weapon blueprint would the list update dynamically?. I Sorry im just confused, i dont know how you created a list of weapons when they are not spawned(the object doesn't exist yet).
***** oh alright cool. It just feels like I've played the game before, especially with animations as ingrained into my brain as that. Oh well, thanks anyway. Good luck with your project.
Nice work people, may I ask a question? Could you release a template/blueprint for free in the forums for people to download and make the game made on it? (of course I'm not asking for a copy of the game, just the basic of it) ----------------------------------------------- Oh yeah and btw, the game looks really cool, I do also use unreal engine, I have never finished a game, but I have made a few, I'm not good at programming, but I love level design, could I help in any way?
I have not touched unreal engine since then. I now dedicate my time to smaller projects. Like getting banned in rwr of making the worst hl2 mod of all time.