SamuZai
versusxstudio
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Bioasshard videos | Meguido's Report #3

Hello everyone!

Did you miss me? Maybe I don't want to know the answer xD.

Well, today I bring you something cool: Bioasshard in movement.

As it is stated in the videos themselves; this is a pre-alpha yet. And what is worse: it had to change in order for us to record the videos... This PC is pure shit and can't handle this kind of big levels. So what you'll see is a reduced & fucked version of the Level. It basically got destroyed, lost almost all the details it had and even the illumination got fucked (for this I blame UE4 too).

Even with everything clamped, limited and reduced, you'll still notice some framerate slowdowns... Blame this:

That's the shit that's limiting us from working faster and better. So probably I'll have to delete the entire debug map and we'll have to recreate it from scratch making it a lot smaller and simpler. For debugging purposes I don't need anything else xD.

So before talking about what I want to talk in this post, here you have the videos:

Teaser 1 - This one's the same linked up above, but because I don't trust patreon skills to embed anything, I'll link it here again.

Teaser 2

Teaser 3 - This one is fucked because of youtube, I don't know what they did with the video, but some part has the audio unsync and it fixes itself near the end of the video... sorry for that. Tried reuploading it and same result...
(Like and subscribe?)

So yeah, now that you watched the videos I can explain a bit about the project. Basically these videos show what is done up to now. Controls, Inventory, Pause menu, Basic version of Jill's model, Placeholder animations, Weapon mechanics and I forgot to record the Knife which is implemented too (sorry ^^U). To put it simply; right now you can do everything you can do in Resident Evil 5, except fighting enemies (No enemies are imported yet) and jumping/vaulting aswell as opening doors/climbing ladders.

Some sounds are missing too, like the reloading the pistol one (ignore the horrible reloading animation :P) and the sound of the empty magazine hitting the floor aswell as some others but that's not too important because that's implemented in just minutes.

So as you can see there's still much work left to do. When we started I really had planned the playable beta release the past month. After the 2 weeks of aggresive flu that stopped me from working on this, I thought that was the reason to not fulfill that release target. But after returning to it and being working on the debug map, its interactiveness, its sounds, its illumination, its materials, its physics, etc. I realized it was completly impossible to begin with. It's a hell to work with Unreal Engine 4 in this shitty PC. Something that would take a day or so to get done, takes 5 or 6 days of full work to get it done on this PC. The low framerates, the constant "compiling shaders" messages, the freezes when saving a material (at least 1:30 - 2:00 minutes per saving) or the unabilitty to preview a Material Instance until the "compiling shaders" is done (and everytime I change a parameter the message appears again lol).

Maybe you're wondering why am I working in UE4 then? The answer is simple, I'm tired of working always in RPG Maker or other 2D engine like Game Maker. I want to make 3D games too. And I think the nsfw genre deserves a quility increase (95%+ of the nsfw games are 2D or RPG maker games). So what I expect is to keep working on it until the playable beta is out. Once released I hope more people will support us to reach the point where we can afford new hardware that allow us to work on this with the expected speed.

I think this change has been pretty possitive. Game Maker to Unreal Engine 4 for a Resident Evil parody game is something I feel was necessary. It'll take some time but I firmly believe it'll worth the wait.


And now that this has been unveiled and you all know now that I'm working with UE4. I'll be glad to release part of code or just help everyone who's interested in UE4 or it's already making a game but have any doubt. You know, feedback to get feedback, feedback to get help or just simple feedback :P

So after re-introducing Bioasshard, there's only 2 re-introductions left. But I think you can now guess what's happening with those two projects and why it's necessary to have the socalled 're-introduction'. That'll take some time to happen tho.

With that said (pretty long?) I think it's time to get back to work. Something cool is about to happen :D. But I can't say goodbye without saying this:

Thank you very much to our Patrons and their support. Without you all this would not even exist. So thank you very much!

And now it's time for you all to leave some likes and comments to get us happy and more motivated to keep working ^^

Meguido out.

Bioasshard videos | Meguido's Report #3

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