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Finally made a game, but this is a fan remake ..

Games development – a direction of activity that gives great opportunities and prospects. But also requiring huge investments of time, effort and money. And all this with a low -predictable result of your works. So I took up such an attractive, but hard work ..

Why remake?

Any beginner indie developer has one, very high and strong “wall” – the wall of the completed project. For 10 years I have tried to overcome it to no avail (of course, not to say that all this time I was doing this. School, university, work. There was not so much time left on the hobby).

But this time, a rush of enthusiasm did not run out after a couple of months. I was finally sure that I would complete the project started to a full -fledged demo, gameplay cut of the game.

After all, part of the content was already ready:

I did not need to come up with a game from scratch. And I really love the original King’s Field 2! Apparently, therefore, we often see such undertakings. What could be more motivating than creating a “best” version of the game of your childhood?

King’s Field 2 is an old FIRST-PERSON-RPG Dungeon CRAWER’S series from FromSoftware ‘.

In general, I decided to rebuild https://sistersitescasino.co.uk/casinos/rise-casino/ King’s Field 2 on Unreal Engine 5, trying to keep the previous charm, but adding various improvements, both graphic and gameplay!

Development

I took out content using modding tools. Corrected, filed, threw it into the engine.
Immediately figured out the imposition of textures on the location and global lighting.

Next added all interactive objects:

Then was the most difficult and time -free – opponents. At the very beginning of the game, almost all types of enemies are presented:

It flies, if it arrives, then minus face 🙂

AI of opponents varies.
The base is standard:
– wanders around the district – noticed/pursues – attacks/defends himself –

Each enemy has its own characteristics (in addition to the entire type)
For example, only skeletons know how to put a block. Kraquins can beat around. Dragonflies constantly mesty around. And the fish uses tactics hit – ran away.

Added inventory, settings, the main menu and voila – a finished game! … after all?

Polyting

IMHO, the most difficult stage! Feeling I wrapped a demo longer than developed. The problems were everywhere and in everything. Due to the lack of experience, I rewrote the logic of a mechanic, AI, shaders, etc. D. Something of this several times. At the same time, along the way, the rules of the bugs that appeared after each alteration of something.
But in the end I still managed. Although I also have to make several patches of the released demo, this is nothing compared to the chaos that had to be pacified in the process of development ..

And what did it achieve?

Everything is simple:
Gained experience, overcame the “wall”. Now easier to develop new projects. I feel more confident. (Bent over ChSV glasses, pink)

I give to know about the demo to everyone interested. I really hope that she will be interested in more people, which will allow me to complete the project entirely!

Conclusion

Everywhere there are “barriers”. Overcoming them, we become better!

Jason Statham

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