![]() ![]() Music Player System - UE4 is horrible handling sound so far, need more improvement and nodes (that work.) for this works perfectly. Emerald, Rocket Shoes and Pogo Spring Monitors and capsules Grinding system finished - probably will appear incomplete, since it need momentum physics and 2.5d mode finished to work perfectly Momentum Physics (speed build/loss) on slopes Very likelly to appear - in development now and/or partially done, else it will drop to the below list: Partial Sonic Classic Physics configuration Procedural Ring Generator and placement - Lines and columns on the 3 styles of generation. ![]() Procedural object placements and spawners - for creating dynamic placement, spawn animated objects, deform along spline and a lot of other cool stuff that would be impossible or extreme time consuming otherwise. All rings working normally and can be magnetized by the Electric Shield. ![]() The radial can rotate to vertical without rotating the rings orientation to the world. Procedural Ring Generator and placement - Linear/Radius/Spline - It put how many rings you want, with how high from the ground, and with the space you want. Several gimmicks have been improved to get the most close to the originals as possible, and with more controls. Air and ground control close to Adventure 2, but tweaked to be better, with more inertia on air and a little speed building, less floatyness - jump is just right like classics. Xaklse loop physics - yes, it is here, and better! But we are creating a new camera and control for it works perfectly - right now it is turning the controls when upside down. New monitors and capsules: Insta Shield, Electric Shield, Heat Shield, Eggman, Random and S (that debug monitor from CD and 3K that gives speedup and invincibility). HDK Challenge Zone - a level created procedurally with ramping difficulty where you need to pass platforms and get the emeralds - and of course it unlocks Super Sonic(that don't have a unique mesh yet*). Some preview updates of the next version, that I am saving for Sage this december: Since I pratically do not work to have to dedicate more time to the engine and my game, I have started a Patreon, in case anyone would like to help, the link is: Ricardo Raionhardt Patreon Keith Jackson, Azookara, Professor Zolo - Logo art brainstorm and creation Gulop - HDK base implementation and development, loop physics help, testing, information Programmed and Developed by Ricardo Raionhardt, Sérgio Filho, Tiller and Xaklse ![]() It was entirelly done so far using the bluerint system (UE4 visual C++ scripting), it was started in april 2015.īack to topic, the engine was entirelly done so far using the bluerints system inside UE4, and it is constantly updated, normally I create new stuff every day and is much faster and easy to make than in C++ or other language.ĭesigned and created by Ricardo Raionhardt Also, the nature of the project allow a modular, expansive project, allow easy modification of everything inside. It is mainly built as a Sonic fan game engine for 3d adn 2.5d gameplays, but it can be reused to make any game based using the created classes and things inside. What it is? The HDK - Hedgehog Development Kit, is an action, adventure and game framework built to work on Unreal Engine 4. Hey there people, I have an engine that I want to show to you guys here in SSRG: ![]()
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