Dragonball in Unreal 4

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Hi everyone, this is a dragonball z project I have been working on in ue4.

I was inspired by esf as it has been a big part of my life with family and friends included.

After starting to learn the engine I really came to realize and appriciate what the Esf team has givin us already.

So after about two years off and on with blueprints and some c++ coding I have gotten to here.

Everything here is a place holder.

The landscape is a material called LandscapeAutoMaterial for Vea Games: http://www.veagames.com/#!blank/v642z

The Goku model is one I have paid for by an artist called Goran Stanisic, here is his artstation page: https://www.artstation.com/artist/goranstanisic

Kame House is only for lighting references really.




Thanks for taking the time to have a look.















p.s Thanks GodGoku I'm hoping they are up now.

https://twitter.com/jokers1291/media?lang=en

if you want updates on the project.


Day/Night cycle, work in progress:





 
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Cool, gives me a Heroes of our destiny vibe.
What are your plans for gameplay ? like how will melee work etc.
 
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At the moment it is still early days, but I have ideas.

I would like the game to be single player open world with story missions starting from the saiyan arc to buu saga (hopefully.)
But not have you play as a main dbz character (even though I have pics of Goku ha i just had to start somewhere), sort of like xenoverse but not save the timeline thing, multiverse maybe? but I can't give to much away on that tho ha

I will try for a multiplayer but I don't want to limit single player by it, I love esf and what the team have done with it so I wouldn't really try to compete with that ha but it could eventually happen.

I would like to do a character creation system with leveling stats, speed, agility and strength just to name a few.

Clothing with physx in capes and belts and such.
Maybe have mod support so people can actually create their own hair, clothes even fighting stances and attacks to use in game. I've seen amazing fan art and I would hate to limit the potential of what modding could do.

As for gameplay, I would love a just cause 3 style open world, cities, deserts, snowy mountains, forest and jungles to travel to. (maybe planets)

Have destructible environments, big explosions but also have a thoughtful fighting system, arieal combat, combos to pull off a kamehameha instead of spamming buttons "think skate if you have played that but with abilities instead of a skate board"

EDIT: there was a old school dbz mod where you had to put wasd keys in sequences to do attacks and button mash the z button to turn super saiyan but if you weren't strong enough you couldn't change,

a dodging system that will tie into agility and stamina stats with procedural animation. As for actual attacks I have to do a heavy shockwave hit, and maybe either combos of have or it like ufc with face style buttons to control each side of your character legs and arms.


But as I said these are ideas and I'm hoping to get some of them in the game and try them out. :)
 
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Thats a good approach, wish you the best of luck ^^.
Btw before all of this did you have any experience in game developing or did you learn all by yourself in these 2 years ?
 
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Esf uses a much harder to use engine and what the esf team needs the most are modeleres and this guy paid to get his goku model done.
 
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Nice progress so far :) its nice to see ambition and commitment in the early stages of a project. Is that goku model finished? I think you should get your money back lol
 
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Nice progress so far :) its nice to see ambition and commitment in the early stages of a project. Is that goku model finished? I think you should get your money back lol
Haha no the Goku model is definitely not finished, I really want a decent one but people want too much money for them, up to $40 Aus an hour for something I haven't seen yet, I'm not ready to commit to that especially that I won't be asking for money or anything either so it's just me funding the project. I'm actually learning myself now.

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Thats a good approach, wish you the best of luck ^^.
Btw before all of this did you have any experience in game developing or did you learn all by yourself in these 2 years ?
Before the last two years I had none, I started paying for the unreal engine then I just got annoyed too much then so I cancelled my subscription and one day I was watching youtube and saw cryZenx dragonball video https://www.youtube.com/watch?v=d2zpidN-7RY and thinking with all these people that learn all this coding and modelling (even tho it was ripped from a game) why doesn't anyone do anything with it other then short demos and then the next day unreal engine 4 was free! So I took it as a sign and I've just stuck to it, learning source film maker for rough animations, maya ,blender for modelling and I had a really nice evil buu happening but was still learning the engine so I had to take a step back and as I was trying to take in every aspect of ue4 which just overloaded me, but with time it's all just sank in and yeah I'm where I am now.

Esf is actually why I started all this even when I was young watching dbz air for the first time I always wanted amazing dbz game, as soon as we found the early alpha's I was there playing haha
Then 1.2 came out taking 3 days to download 2 gb haha I watched the amazing visuals of vegeta and piccolo nowing full well it was 3 in the morning and I was going to school that day. My brothers friends and our cousins where at our house every weekend for days upon days, that went on for years. Between that and The specialist ha

People believe that esf is a too little too late but I don't believe that for a second what the team has done with it is amazing, visuals and all and if I could I would be there with them I just don't have the knowledge they would need.
 
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nice! i look forward to it!

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People believe that esf is a too little too late but I don't believe that for a second what the team has done with it is amazing, visuals and all and if I could I would be there with them I just don't have the knowledge they would need.
i cant agree more!
 
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Using the day night in ue4 by moving sun position is no good as light travels through the floor, I would recommend doing a "sun = at night position? = set sky light intensity. also set the boundaries much farther to give the illusion that you are in a much bigger world then that small square map :) also when you do that add a height fog to add to the illusion to make the map look bigger, look at my video here, you cant really see the fog as quality is lowered alot in it but you can still kinda see it and even tho the map isnt to big it looks much bigger https://www.youtube.com/watch?v=83hXQ7HUibw
 
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Using the day night in ue4 by moving sun position is no good as light travels through the floor, I would recommend doing a "sun = at night position? = set sky light intensity. also set the boundaries much farther to give the illusion that you are in a much bigger world then that small square map :) also when you do that add a height fog to add to the illusion to make the map look bigger, look at my video here, you cant really see the fog as quality is lowered alot in it but you can still kinda see it and even tho the map isnt to big it looks much bigger https://www.youtube.com/watch?v=83hXQ7HUibw
Yea thanks for the pointers it's appreciated, Db Unreal is coming out great man just watched both of the new vids. I'm excited to see what else you have in store :)
 
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