Skip to content

Eh, Why Wait?

March 6, 2020

Hey guys! I decided to record a small video of the forest since the screenshots really don’t do it any justice. It’s a quick and dirty video capture so don’t expect anything too polished! Also, sorry for my jittery mouse movement and the black borders around the video! I just started learning OBS Studio. šŸ™‚

I tried really hard to nail down that “Autumn mood” with the “Out Of Hell feel” and I think it turned out alright! It’s obviously not finished yet; it lacks sound, particle effects and other minor details (plus the rest of the map hehe!) but the atmosphere is there!

The first of many to come. Enjoy!

From → Out Of Hell

7 Comments
  1. C+R permalink

    Hmm, weird issue here. Is the youtube page itself loading properly with the video for you guys? For some reason the video on my youtube page works but nothing else is loading. No links, no comments, nothing. This also happens on multiple phones I’ve tried as well so I don’t think it’s specifically my PC?

    Edit: Btw, other youtube pages fully load properly. It just seems to be affecting mine.

    • C+R permalink

      Seems to be working fine now. Odd!

  2. MadLad permalink

    Looks fantastic

  3. Dragontear permalink

    Huzzah! Lovely video sir! Would it be possible for randomly/procedurally chosen sites to alter the terrain itself? Wondering if it might be possible to include things like pitfalls, old traps, a open grave and the like for more macabre things.

    Regarding particles; Having worked with the Cascade particle effect system for UE3 at least for several months, it’s not too difficult to throw together some good looking effects, a bit of a learning curve initially. Though I’m not too sure about the old UE engine you worked with for the original mod, fairly certain this will be easier.

    • C+R permalink

      I believe it is possible to alter terrain at runtime but I’m not sure that option is available in 4.20. For levels such as these (those that serve to move the story forward) the randomization applies to things like items spawns and any other small structures. There is nothing that changes the terrain itself.

      The other type of level (that has no real bearing on the story) is generated using tiled staticmeshes because the level itself is much smaller. This was a technique I used for Daemonicon/Infernal Dead back in the UDK days. I basically modelled a bunch of different terrain/building tiles that all interconnected, had a 50×50 “Grid” of spawn nodes and the engine randomly chose a mesh to spawn on said nodes when the level loaded.

      • Dragontear permalink

        I had a feeling that might be the case, though just to think out-loud, it could be possible for there to be pits that already exist in the terrain, and randomly placed features cover the pits? I.e a shed with a underground room could exist because there’s already a open space, or a flat piece of ground is spawned, thus covering the ‘hole’ in the ground.

        I really like the sound of tile-based maps in that sense, have been pondering how to try something like that for a map for another game, if only for the sake of making the work feel less messy. So for the randomly generated non-story maps, may I ask if they would include small forest locations, ruins, caves, etc? Like a static/random trail with randomised surroundings, ponds, tree-clumps, wreckages, definitely-not-cursed-looking-effigies and the like?

        • C+R permalink

          Yep, that’s exactly what it is. They range from forested locations, campgrounds, a barn, farmland, street scenes, inside of buildings, warehouses, sewer tunnels etc. This will all make sense once you understand the mechanics of the game.

          The only drawback to this system at the moment and it’s more because I’m lazy, is that the logic is very simple so it’s possible you may end up with 50 tiles that are all exactly the same (though it’s not probable) or at the very least a few repeats. I guess I can work on the logic more down the road so that doesn’t happen.

          This was also a huge reason why I was so hell-bent on having a fully dynamic light system. You couldn’t really do this with static lighting and I had to go about it a different way before (multiple copies of the same map with different lighting situations) And if you have a fully dynamic light system, might as well use it to full effect and have day/night cycles too, right? šŸ™‚

Comments are closed.

%d bloggers like this: