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Our Ghosts of War - A 400km2 World War 2 Sandbox Survival Game Developed in UE4

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73 comments, last by JumpCheck Community Mgt 6 years, 6 months ago

Hi Braindigitalis,

Thanks for providing your feedback. The hunger and hydration counters are indeed to set faster than normal for testing. The plan is to get these systems in place and then start playing our game as we tweak our settings in order to get our game feeling just right. Initially, we're prototyping all of game systems in a 1km x 1km map we're calling La Forêt, which is french for The Forest. Because our Normandy map is so large it would take some time before players are able to engage each other, we're working on this smaller map in order to get these systems working and playtested.

We do intend to have food and drinks that affect hydration and hunger to different levels however we hadn't thought about having food items that dehydrate players faster. That's a great idea! Thank you for sharing it with us! :)

Today's update: We implemented logic to handle team data involving characters, buildings, spawns points, and more. The idea is to be able to have a class that can distinguish which team a player is on and what dynamically created assets belong to which team. This is of course just a foundation on which we will build our team systems on.

Twitter: [twitter]ourghostsofwar[/twitter]

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The Fog of War system now dynamically updates maps: This means you can open the map, walk around in the world, and the map will automatically show the areas you discover. Furthermore, the map now shows objects of interest, such as allies (green balls), and your own position (yellow ball).

Twitter: [twitter]ourghostsofwar[/twitter]

Here're our latest updates to Our Ghosts of War on our Perforce version control. Expect such updates for the foreseeable future.
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Twitter: [twitter]ourghostsofwar[/twitter]

Our latest updates for Our Ghosts of War include GPU FX, Fog of War optimizations, and more.
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Twitter: [twitter]ourghostsofwar[/twitter]

The plan for the first week of November is to get all the systems completed over the last month together in a single build and see what kind of problems crop up. The feeling is that independently these systems will work by themselves. Put them together and things will start to break. Will keep you updated.
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Twitter: [twitter]ourghostsofwar[/twitter]

Interaction is working!

Twitter: [twitter]ourghostsofwar[/twitter]

World of Tanks style spotting system is now in development.

Twitter: [twitter]ourghostsofwar[/twitter]

Hi,

Are the hunger and hydration counters set to run faster than normal for testing?

I think at present your player gets hungry and thirsty way too quick and loses too much health because of it. Is this intended for now to demonstrate the mechanics?

I like how it works though. Do you intend for different food and drink artifacts to affect the hydration and hunger to different levels? Also, what about food items that actually dehydrate, e.g. certain powdered foods?

Keep up the good work!

Hello,

Yes, the hunger and hydration counters are set to run way faster than normal for testing. In the real game you'll probably have to eat and drink once every one hour. The food system isn't intended to cripple your character from doing anything like in some other survival games and as such plays less of an overwhelming role in how players experience our game.

Yes, you are also correct to note that certain foods will dehydrate players as well. Inherently we're look to make gameplay as complex and deep as a standard RPG just with-in the context of a survival game experience.

Engineer Uniform
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Shovel
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Updated KABAR Knife
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Factory
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Twitter: [twitter]ourghostsofwar[/twitter]

[video=youtube;ZtWwhTFV9hw]https:

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Twitter: [twitter]ourghostsofwar[/twitter]

OGoW Movement Animation Set
OGoW Groin Shot Animation Set + More
Character Clothings System
Tank Firing VFX

Twitter: [twitter]ourghostsofwar[/twitter]

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