I would like to share some tips for you guys about creating full featured game in 42 hours. I will try to share some tips about:
- Team Structure,
- Team Organization,
- Time Management,
- Voxels in pipeline,
Hope it will be helpful for someone!
Intensive Exposure started as a game jam game created originally in 42 hours. The theme was “No one knows who I am”. It won both first prize and people’s choice award. With such a great feedback and given our love for the original concept we embarked on an adventure to create bigger and more refined version of the game.
It is my first game created without being so serious about it. Lot’s of fun!
You can support the game on Greenlight! And yeah I will be posting some tutorials from this one as we did a lot of stuff quickly.
Another great news guys! ShooterTutorial will have soundtrack created by Karol Kosacki! Karol is experienced programmer… doing… yes – music!
While listening you can check interview which I did with Karol, asking him about tutorials, how to create music for indie games and other stuff.
Yes, ShooterTutorial book will be free for everyone and available in web! (using Confluence as engine)
Today ShooterTutorial has been granted for Microsoft BizSpark. Basically I have got lot of support and you know what? Knowledge should be available for free.
Book will be different than blog. I have learned a lot and will focus more deeply on newcomers. Hope to share first chapter soon but… I still need to finish some tutorials 😉
Big thanks to Microsoft!
I was really busy lately closing The Collider 2 that’s why I haven’t posted anything.
The Collider 2 is really fast game. Here you can see how I’m playing it.
It is supporting HTC Vive and Oculus Rift as well.
I have tough decision to make and I would like to ask you guys for help. As you may already know after finishing ShooterTutorial blog tutorials I will start working on full featured Unreal Engine 4 e-book which could be named “Learning UE4 by example: First Person Endless Shooter”. This will be big thing as I would like to learn every piece of UE4 tools that is needed to create such game…but let’s get back to decision.
As I’m doing more stuff in C++ lately I would like to ask you guys to answer simple question. Implementation in the Book should cover only Blueprints or proper usage of C++ and Blueprints?
From my point of view it should cover both C++ and Blueprints as it is proper way of using Unreal Engine 4 but the final decision will be based on your answers.
I have added poll at side bar. You can find it there!
If you want to iterate quickly you need to have good debug tools. In this Tutorial I will use knowledge from Set/Get Variables to draw widget with list of variables. Basically if you want to show an variable you need to print it out, or create custom widget for specific Actor. Thanks to Debug Component:
- You will be able to debug any variable in any actor that you want,
- You don’t need to create any custom print / widgets,
This can be achieved using C++ only but as always it will be super easy! (learn UE4 C++!)
Before I will move forward with perks I would like to show you guys how to get, set and increase variables (floats and ints) by name. You don’t need to have reference to variable to make operations on it.
In this tutorial I will create global functions that can:
- Get/Set float by name,
- Get/Set int by name,
- Increase float/int by name,
Again I will use C++ for this and as always it will be super easy!