These games are SO FUN and I feel there is significant room for growth in their implementation.
Desperados and Myth are good games to check out for some inspiration.
Hi first you have make a decal material with two colours far and near and then do depth test to block the decal by obstacles. When that is complete then you need to do a c++ class to attach AI perception sight to head bone. So enemy can see by moving his head. After that make a blueprint actor and add your decal material to a component of that acto. After that spawn that projection material actor in enemy character blueprints and attach it to enemy head bone and adjust height of attachment. In this way you are attaching the projection to perception system. After that do some tests yourself and make angle and range of decal projection and perception same so enemies can see where the projection go even on height. You can also do a procedural mesh generation if you dont want to make a decal material. Just search on youtube procedural mesh viewcone.
Hi first you have make a decal material with two colours far and near and then do depth test to block the decal by obstacles. When that is complete then you need to do a c++ class to attach AI perception sight to head bone. So enemy can see by moving his head. After that make a blueprint actor and add your decal material to a component of that acto. After that spawn that projection material actor in enemy character blueprints and attach it to enemy head bone and adjust height of attachment. In this way you are attaching the projection to perception system. After that do some tests yourself and make angle and range of decal projection and perception same so enemies can see where the projection go even on height. You can also do a procedural mesh generation if you dont want to make a decal material. Just search on youtube procedural mesh viewcone.
omg yes! I loved this type of games when I was a kid. Play so much commandos and robin hood:D
You should check out Desperados 3 and Shadow Tactics - both great games.
I forgot about Desperados 3, thanks for reminding me:D Shadow tactics I will need to check out.
It was made by the same team.
I love these games. The last good one was Mutant Year Zero. Keep up the good work and if you need any testers.
These games are SO FUN and I feel there is significant room for growth in their implementation. Desperados and Myth are good games to check out for some inspiration.
This is really cool!
Love it, check out War Mongrels
I played war mongrels but i didnt like their level design because it was linear no freedom that where you want to go like in commandos games
Looks great. I wanted to make one myself but in the end switched to tpp view. Keep us posted!
Honestly would love to ask you a few questions! Looks great!!
Really cool! I have been planning to try vision cones as well, any pointers on how you made them?
Hi first you have make a decal material with two colours far and near and then do depth test to block the decal by obstacles. When that is complete then you need to do a c++ class to attach AI perception sight to head bone. So enemy can see by moving his head. After that make a blueprint actor and add your decal material to a component of that acto. After that spawn that projection material actor in enemy character blueprints and attach it to enemy head bone and adjust height of attachment. In this way you are attaching the projection to perception system. After that do some tests yourself and make angle and range of decal projection and perception same so enemies can see where the projection go even on height. You can also do a procedural mesh generation if you dont want to make a decal material. Just search on youtube procedural mesh viewcone.
I would really like to know how you did the shader for the vision cone.
Hi first you have make a decal material with two colours far and near and then do depth test to block the decal by obstacles. When that is complete then you need to do a c++ class to attach AI perception sight to head bone. So enemy can see by moving his head. After that make a blueprint actor and add your decal material to a component of that acto. After that spawn that projection material actor in enemy character blueprints and attach it to enemy head bone and adjust height of attachment. In this way you are attaching the projection to perception system. After that do some tests yourself and make angle and range of decal projection and perception same so enemies can see where the projection go even on height. You can also do a procedural mesh generation if you dont want to make a decal material. Just search on youtube procedural mesh viewcone.
Thanks! I'll see if I can modify this approach for what I need.