Jump to content

Spinn

Members
  • Posts

    36
  • Joined

  • Last visited

Everything posted by Spinn

  1. Oh gee. That's an aspect I hadn't even though about. Hm. Helping out monetarily is risky business, since Mistborn and allomancy are protected by copyright laws, and I don't want to cause Brandon Sanderson any trouble. I think the best you could do for the project is to talk about it with other Mistborn fans! If the word would reach the right people, maybe it could become a professional game project, and THAT would be a dream come true! EDIT: Updated original post and downloadable demo!
  2. Thanks a lot for your kind words! 1. Not sure yet, tbh. I've never done first person melee fighting before, but it would be damnation cool. It's probably the one I'd be most psyched about. 2. Since I haven't decided where to go with the project, I haven't really thought about its focus. You're quite right that different goals would warrant different effects. Seems like I need to make up my mind about that. 3. I have made a lot of progress since the first video, and I've just recently made a basic system for blue lines. Maybe I should get a new video and demo version up soon, so you can try it out. I am, however, thinking about making blue outlines around items instead of lines to your chest. The lines don't look very good and can be a bit distracting. Maybe I'll take a poll when I've gathered a following 4. Thanks, I'll check it out! EDIT: Updated the video to my current version! (though the demo isn't quite up to that point yet)
  3. Last update for the week! (If mods dislike that I multi-post, just @ me!) Since yesterday, I've had the game tested by friends - a mix of gamers / non-gamers and Mistborn-readers / non-readers. From their feedback, I've made some tweaks with gravity, air control, and such. I also killed a few bugs, including the one that made the mist look funky! But most of today's work went into the idea that you auto-pick up vials and coins by pulling them towards you, rather than using a separate button. So that's up in the demo now too. Do take a look!
  4. Update! Steel / Iron powers are basically done, with only some tweaking left. You should basically be able to open the .rar, find the .exe file and run. Note! This is a playground with tutorial features. Go play with your new powers!
  5. Update: Made some progress these past days! Check out the bold stuff up in the list. I'm thinking I'll post a playable version soon, btw. I just want to get coin tracker and metals working first! It will be an allomantic playground more than an actual game, though.
  6. I currently have no plot at all - it's much too early for that. I'm just working out the physics, controls and actions you should be able make, so there aren't even NPCs yet. Also, you're completely right about emotional allomancy. In a perfect version of the game, I would give every NPC stats for their emotions, working with the universal ones discovered by Paul Ekman (anger, disgust, fear, happiness, sadness and surprise) and maybe tweak that list with more useful ones, like switching out disgust with curiosity. But that would mean every line of dialog would need different versions, depending on their current emotion, and that would just not be viable. That is too much work. I think it was Artemos, or someone in his game's thread, who brought up the Witcher's Axii Sign system, and that would be a lot more viable. I'm still not sure I will be implementing it at all, but I think a tweaked version of that would be the way to go.
  7. I have thought about it and it would be really cool! I don't have any kind of experience with VR development, though. I think the tech would also have to develop a bit more before a Mistborn game should be made into a VR game, because movement sickness is still an issue - and Mistborn is a lot about movement. I haven't played Half-Life Alyx, but it seems to have a lot of movement, so maybe that tech has been coming along? Anyway, when that tech is available, a VR Mistborn game would be absolutely orgasmic.
  8. Known issues: Push strength doesn't take weight into account at the degree it should. This goes under the umbrella feature of Crap Physics. @Artemos Has some pretty cool math in his project that I'll be glancing at. The ground has too much friction, so no matter what weight you push at, things on the ground don't get properly pushed away if the angle is too horizontal.
  9. -> Download Version 0.10 here! <- Hey, y'all! First thread on this forum. I'm a student at Future Games in Stockholm, and this is a pet project I'm working on between classes. I'm working in Unreal Engine 4 and its Blueprint visual coding system. I started this a couple of months ago when I was just done with the Hero of Ages and really into the allomancy magic system. I'm currently on Shadow of Self. No plot spoilers! Goal The goal of this project is to make an FPS-style Mistborn game, where you can play around with some schmexy allomancy. As a fan-made game, this will stay free-to-play. Caveat I want to make a good game representation of the Mistborn books, but some things are blocking the way. School. My time is spontaneously devoted to this project. Me. I'm not the most passionate die-hard fan, I just like the idea of a properly made game, as in true to the material. Controls. I want that feeling of being a cool Mistborn, jumping through the mists, throwing things around. But. Computer/console controls are severely limiting to a magical power that should take your whole body to control (Yeah, who knew, huh?). I want the player to have a good time, regardless of having read the books or not, so I will keep controls from being overly complicated. More advanced moves from the books will probably not be possible, so I will focus on making the general moves feel really cool and make sense for the player. Current features These are the features that I have right now. These will be updated as I go along. The most recent additions are in bold. Steelpushing / Ironpulling Mouse buttons for push / pull (on/off) One target at a time Lock onto target (look around and still control the object) Good-enough physics Coin Drop coin in front of camera Pick up coin from ground (added June 23) Hold coin in front of camera (added July 1) Choice to drop coin on ground and instantly push off it (added July 1) Choice to push coin forward from hand (added July 1) Pewter Switch on/off (added July 11) Greater jump height (added July 11) Faster running speed (added July 11) Extra Health (added July 11) Faster Regeneration (added July 11) Higher tolerance towards fall damage (added July 11) Auto-Pewter @ landing (Reactively take damage to pewter instead of Health if not burning) (added July 12) Breaks Breakable Walls (added Jan 03) Tin Switch on/off (added July 20) Makes mist less impeding (added July 20) Makes damage sight-blur less impeding (added Aug 1) Makes bloodshot screen more impeding (added July 28) Take more damage (added July 31) Darkvision (added Dec 30) Level Luthadel Skaa Suburbs A small Skaa area of Luthadel by the wall Nonsensical metal plates placed in various locations for easy testing (don't @ me) Luthadel Skaa Market A bigger Skaa area with larger buildings (added Aug 22) Noble Keep A stone keep with a massive ball room (added Dec 20) Short intro cinematic (added Dec 26) Doors that open with pushing/pulling (added Dec 21) General Downloaded free 3D assets Pickupable coin pouches (added June 23) Sexy, effective mist (added July 31) Pickupable metal vials (added June 25) Tutorial area with signs (added June 25) Pushable coin pouches (added June 24) Breakable Walls (pewter attack) (added Jan 03) (not in demo yet) Teleporters Between Levels (added Jan 05) Player Coin counter (added June 23) Health tracker (added June 24) Fall damage (added June 24) Regen health (added June 24) Metal tracker (added June 25) Auto-pick up coins and vials you pull towards you (added June 26) Pick up metal vials to inventory (added July 30) Drink metal vials from inventory (added July 30) Melee fighting (no animation) (added Aug 26) Walking / Running (added Jan 08) (not in demo yet) Crouching (added Jan 08) (not in demo yet) NPCs Human Downloaded free asset (added Dec 30) Moving around (added Aug 22) Faction system (who reacts in what way to whom) (added Aug 22) Take damage & die (added Aug 22) Damage player and each-other (added Aug 22) Animated attacks with sword (added Dec 30) Animated taking damage and death depending on how it was attacked (coin or hit) (added Dec 30) Drops sword at Death (added Dec 30) Does not detect sneaking players they can't see (added Jan 08) (not in demo yet) Guard post mode (added Jan 09) (not in demo yet) Koloss Downloaded free asset (added Dec 26) Moving around (added Dec 26) Take damage & die (added Dec 27) Damage player and NPCs (added Dec 27) Chases player and NPCs (added Dec 26) Animated movement (added Dec 27) Animated attacks and death (added Dec 28) GUI Health bar (added June 24) Bloodshot screen while damaged (added June 24) Damage blurs your sight (added July 31) Metal bars Steel (added June 25) Iron (added June 25) Pewter (added July 11) Tin (added July 26) Coin amount (added June 25) Pewter Health bar (added July 11) Screen shakes when falling too fast (added July 12) Hold button to open vial inventory (added Aug 1) Metal icons (added Jan 07) (not in demo yet) Sounds Taking fall damage (added June 24) Dying (added June 24) World music (added June 25) Pick up vial (added Aug 1) Drink vial (added June 25) Pick up coin (added June 25) Coinshot (added July 1) Asset Rights Future features
  10. In my understanding of the differences between Unity and Unreal, it tends to come down to personal preferences. I started my project with an fps in mind, and mostly push/pulling metal. So far, you control the powers with the mouse buttons, one for pushing, one for pulling, so no dynamic strength atm, and you can only control one target at a time. But. After having found a target, you lock onto that target and can turn around, looking for the next one, while still pushing, which is neat. I think next step is getting the math right and your calculations will be a great help! Maybe I should just start a thread of my own to discuss that project... I'll also post a video on what I have there, if you're interested. Here's the thread:
  11. Did this project develop futher? I'm playing with Unreal and thought Mistborn was a cool pet project. I did NOT do this kind of math, though! This is amazing!
×
×
  • Create New...