All the graphics of the UDK or CryEngine but without all the hassle.
You mean you didn't enjoy the Triple-A smash hits such as Air Control and Earth: Year 2066?
In honesty, though, Slender: The Arrival is probably the best Unity game I ever saw.
>blaming the engine
Your right OP this graffix are next level
>nowhere near the support provided by Crytek or Epic Mega Games
The actual tech in it is mostly standard, Crytek kind of sits around that too but the editor is really well polished, Unreal 4 has, or at least had some advanced tech, and then consoles came out too weak and they had to drop it so that it could run on them.
I know it looks worse on PS4 but does that talk about them cutting entire features out for PC too? Playing a game and alt tabbing. I can read it in a bit but didn't know if you knew what I meant
He also means documentation. CryEngine 3 is an amazing engine, but its documentation is utter fucking garbage. Devs have to spend nearly a year with it before they can start making any major title, otherwise they're going to be in a heap of trouble.
>But expect to be making Pong and Arkanoid clones for the first couple months
Meanwhile, 3 months into my first-ever software creation endeavor...
I'm actually pretty sure this is the first game that mixes DMC with a TPS, and I say that only because I spent a really long time looking for one to play before the lack of any inspired me to make it.
Unless you count Warfarm, but Warfarm is a trainwreck.
Oh, that's right, I forgot about that game!
The melee combat wasn't really very DMC-esque though. You pretty much just mashed attack to do a combo, right? Certainly not
I guess by the same token one might say Vanquish, though that's largely the same thing; the shooter elements are fairly well-developed but the melee is fairly rudimentary.
Anyway, my point is just to demonstrate that making a 3D action game is Not So Hard, I don't care what anyone says.
I've got the basic grunt enemy modeled, I'm starting the rigging. But I won't be implementing it just yet. It's a progression thing; I want to get player movement at least 80% of the way there first, and ideally be done with animation for the MC, before moving on.
I know that implementing collision and hit detection is a whole separate issue, and AI another one on top of that. On the other hand, when I was doing nothing but animations people told me I'd never get past the animating stage, so I have some faith in my process.
Collision isn't hard in an engine designed to handle collision at a core level, though. I mean, there's not really anything to implement. You slap a box-based hitbox mesh on the characters, you slap a box-based hitbox mesh on the melee weapon, you enable pass-through on the physics and start triggering damage-taking functions for OnBeginOverlap Events fired between them.
The hard part is getting the non-damage collision to work properly, i.e. configuring collision capsules so the player can move in close to enemies with neither being able to clip through walls.
Its still all collision and I want nothing to do with it.
The thing that's been giving me the most trouble has been animation blending/additives. It's amazing how hard it is to get blended animations to interpolate bone chains properly.
At every stage of my aiming, I have to mix an anim of just the lower half with just the upper half (as I expected), and THEN perform two IK solutions, 6 bone transforms, and two layered blend per bone processes just to keep the feet and hands from floating around or clipping through stuff.
Meanwhile my melee tree logic is probably the most simple, elegant part of the whole gameplay, just because it uses single animations.
It sounds dumb but it is possible
Phones are probably the most popular piece of personal tech to date and theres a lot of competition in that market so its constantly evolving
Phones are pretty important too and unlike the vidya industry the hardware cant stay shit for millennial and get away with it.