20 July 2021, 16:32 | #1 |
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Captive using the Unreal Engine
I was curious to see how the Unreal Engine works. I had to pick a project so I decided to do Captive.
Map view (aka The Holamap) Outside Doesn't show here but water, grass and trees are animated Inside Encounters. I know, not too cute I only did the model of a Golly Wog. Electric bolts A beloved shop keeper Droids inventory Generators. Spinning fast as hell but it doesn't quite show on an image! I started this project last Halloween. There are still tons of multimedia to do (encounter models and animations, sounds, wall sets, item sprites that are currently just copies of the original, etc.). Code to handle other things (all door types, dice, weapons, maps, dark areas, spinners, etc.) is all there and working. Most of the game is done but lacks a lot of multimedia. Anyway, my main mission is done: Learn Unreal Engine coding. I don't plan to make this project go any further but wanted to share these screenshots with you guys. |
20 July 2021, 17:04 | #2 |
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Interesting project! Just to be clear, I'm not seeing any screenshots. Is that correct, because the way I read the text suggests there should be a few?
Would be a lot of fun to have a fully 3D Captive though |
20 July 2021, 17:18 | #3 |
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20 July 2021, 17:19 | #4 |
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No screenshots? oops. Perhaps it has to do with Google Drive access. I have changed that - let me know if it works now!
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20 July 2021, 17:23 | #5 |
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20 July 2021, 19:19 | #6 |
J.M.D - Bedroom Musician
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Now Captive with Dread engine [kidding but NOT kidding]
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20 July 2021, 19:47 | #7 |
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Just wow
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20 July 2021, 23:19 | #8 |
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I absolute love the 3D programmer's art
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20 July 2021, 23:56 | #9 |
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At first, it was fun to create the basic textures (walls, floor, ceiling, etc.) and models (lander, generator, doors) but it became painful after spending about 2 hours to create and texture the model of the first weapon (pistol) to finally just look weird. After that, I was saying to myself "I'll show a box and create the model later" which, as expected, I never did. Create and animate all the encounters, create the models for all the items... ugh!
Same thing with sounds. I created the sound when you push a wall because I wanted to know how to do it. Ends up being the only sound in the game. To think Crowther did the entire game from scratch in 9 months all by himself is just unbelievable. |
21 July 2021, 16:18 | #10 |
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Yeah or games like Stardew Valley and Cave Story, also created by one person and both have rich animations, music and sound effects. It blows my mind. I can't do that.
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05 January 2022, 03:10 | #11 |
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Incredible impressive work !
I mean WOW ! You just wanted to test how the Unreal engine works, and for that you just choose to redoo Captive !!??... Captive is still one of the games i played the most in my life, along with World of warcraft and Heroes of might and magic 3. I would really love to play a modern version of it ! |
05 January 2022, 10:07 | #12 |
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OMG looks great. I want to see it with RTGI enabled with a RTX GPU!
Actually, wouldn't it be better to port these type of games over to Legend of Grimrock instead since the basic game mechanics have been setup? |
05 January 2022, 12:56 | #13 |
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@Lord Riton: The game isn't really playable because it's missing a lot of stuff, mainly encounters and weapons. You can wander around and interact with some things but that's about it.
@Valken: An attempt was made in 2013 to use the engine of "Legend of Grimrock" but it was abandonned. See https://www.nexusmods.com/grimrock/mods/358. |
05 January 2022, 14:22 | #14 |
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Cool project
I started in similar situation as yours, in 2013 when I really wanted to see a remake of Hired Guns so I started learning to program in C# for Unity. After several abandoned attempts at recreating the game with modern graphics (including PBR materials and models for characters) I have realized that's it's just unfeasible to do that kind of work all by yourself and expect even half-deent results. Also, as far as I am concerned, "retro"-style graphics and the basic environments (grid like, straight walls, a minimum of decoration, etc) does not mesh well with modern high-definition graphics and high-poly models. So, I opted to keep the original game style as much as possible and reusing the old assets whereever I can. This way, results can still be achieved in a reasonable amount of time, I can focus on the programming, and the end result will be very close to what the original game looked like. |
27 February 2022, 15:12 | #15 |
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Very impressive work. Captive is definitely one of my favourite sci-fi games of all time. I wish someone would do a modern remake for PC. Hint, hint!
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27 February 2022, 17:31 | #16 |
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Very cool project, I wasted many hours, whoops I mean enjoyed playing Captive many years ago.
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28 February 2022, 01:17 | #17 |
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07 March 2022, 12:38 | #18 |
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Thank you all for your nice comments. It's appreciated
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