The missile effects are dope as hell I love the MIRV! I am dabbling around in UE5 with a mech and was looking up videos for inspiration on how to animate
@@_G_H_0_S_TThankyou I appreciate it! I guess really my initial question is about upper body movement separated from the legs. Is the body parented to the legs? Are you blending separate leg animations with the upper body animations?
I have a question, how did you make the robot's head move sideways independently of its legs? That is, the legs move in one direction and the head moves where you point.
It looks really nice, but please give it some footprints and dust during walk or whenever he hits the ground to make it feel heavy :) So much steel weights some 50-100 tons and will make an impact during each maneuver ^.^ But your missiles, especially the tracking ones, are awesome.
Very nice demo. I would want to play it. You know when a game has a "That's it" factor when you want to jump on the controller and take over video. Hope you flesh it out all the way you envisioned. I'd love to see it released.
this is how i saw the just cause 2 explosions when that game first came out. very nice man. the engine is insane, every game should made using it. i really wanna see far cry utilize this engine and finally make a good game since far cry 4
Sorry but far cry will never use unreal engine. And it doesn't really matter since the game engine it currently uses is even better than ue at times :P
@@Leaten far cry's current engine is terrible. it feels so damn dated. theres no possible way far cry's engine is better than ue5 in any shape way or form. whether they use eu54 or not is unknown but here's hoping they at least try it out. id love to see a far cry in afghanistan using ue5 engine. that sht would be biblical so long as they execute it properly (no pun intended)
@@Leaten i played fc4 for almost 10 years now have plenty of hours on fc5 and recently gt into fc6, the engine needs to be replaced entirely. they need something like red dead redemption. ue5 could be exactly what far cry needs for genuine replay ability.
hello, congratulations for your work, I would like to ask you something, are you going to sell these assets on the unreal market ?? If it sells, I'll definitely buy it. I would also like to know about the animations we use, do you have a link?
@@_G_H_0_S_T what about the 3D model assets? where did you get those? I'd be interested in purchasing some for my fan-made game I am playing around with.
very nice... maybe one addition to sound effects cuz i could hear delay from the laser ( maybe try to delay the laser after the start if u can't pre-input the sound) and the rapid fire cannon didn't match the sound with clearly submachine gun burst sound rip off... but anyway very nice job keep it up
Activate Windows. On a serious note, looks really good so far! Though i'd recommend turning up the speed of the walking animation and adding some particles on each footstep.
I wanted to write exactly the same, but with some additional detail, apart the feet sliding that can be adjusted as suggested, the sound of the railgun ends too early and doesn't match with the visuals, breaking the immersion. About the footsteps, is clear that you set them as anim notify on the exact point of contact, which leads to the same problem visible at the end of your video, when the footstep appear to be in front of you (or lagging behind) when it stops moving. To solve that, consider to handle the notify conditionally, based on the velocity of the character. Good job! These are details, and just require some iteration.
@@DS-nv2ni sry, somehow overlooked your comment. Yup, absolutely agreed. But I went another route to redo the animnoti and just used some variables that I have from making the foot ik. (It's linetracing anyways so why not use the data, right?) Works pretty well sofar. Cheers
@@_G_H_0_S_T Np, thanks for the replying anyway. Sounds good, yes definitely better to reuse that info as you computed the trace already! I really like that there are people like you making mecha games, it's an underrated genre, keep it up!
great work, the thing id critique the most is the lacking weight in the animation. looks like the walker is light as a feather. hard to get right though. everything else, pretty fantastic.
yeah, "foot-ik" system (actual collision detection for the ground to put the feet on, as of now the animation "floats" and looks horrible on uneven terrain : /) is still wip, its quite hard to do with a digitigrade leg setup. but i'm on it ; )
Actually... My blueprints are a psychedelic mess to anyone that's not me... Once I got used to get things a bit more clearer and easier to oversee, I'll sure will^^. But fir now it just wouldn't make sense.
Looking real smooth so far, some Armored Core vibes. If you want to take my suggestion, the machine gun sounds need improvement (I don't know if it's the video but the sounds cuts off while you are shooting also I think it would sound way better with a "deeper" sound) Also when the Mech is walking give it more "weight" to the steps sounds, I imagine something like Robocop hah. Anyways good work :)
Looks amazing. Would love to see some more semi-realistic mech games like this with tanks. Looks really triple A. Only things is the animations looks a little weird. Foot placement looks a little slidey and the stride looks weird too. Also the sound seems like it only plays every 8th gunshot.
everything is very cool, except for one, it slides and slides on the sand as if it were not on the sand but on the ice, it is extremely unnatural, it would be cool to use the locomotion system and the physics would be a masterpiece.
yo... my man... give me until weekend and i'll send you a link. What kind of assets do u need? just the Bike, or everything? sorry for the delay; cheers
@@_G_H_0_S_T ehi man! U alive! If the project Is on UE4 it's ok! Cause I don't have the 5 installed! I would like the entire project to study It please! 💥 thanks! I wait the weekend!
@@zonaste_9043 Yo, i found an early build (the one from the videos) couldn't check if it works tho. hit me up if there are problems. i got a newer version of the bike with actual suspensions and stuff, i'll look into digging it up for you if you want. cheers
Looks good, but your machine gun audio needs work, really breaks the illusion when the audio only plays for a second then goes quiet, perhaps trim the silence out of the audio clip if it is present?
This is so good!! Love it and looks amazing The walking annoyes me a little, the feet seem to slide over the floor rather than a more natural look if that makes sense That's about my only criticism - brilliant stuff!!
looks great but you have to add more sand being kicked up and well as some ground deformation where the mech drags it's feet or makes impact etc. That would look sick and really set it apart from what current gen games look like now.
Looks good! The only suggestion I have that would make it more enjoyable if played is moving the camera up. There is some theory behind this, but the camera should be looking "Over the shoulder" in a third person mode. Right now, the player (mech) is filling up a third (if not more) of the screen, which would harm gameplay on the long run.