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Parkouring System For Unreal 4.12.4

Hi Guys I Am making and indie game runner and i am using UE4.12 Mind That All Tutorials that include all what i will list below and up to date version to UE 4.12.4 Because i Have no idea how to make blueprints at all so yeah i need a big help Vaulting

 Climbing From Ledge to Ledge Vertically And Horizontal

 Swinging Using An Object like a fan ceiling 

 Making It Fluid As Much As I Can Without Having to Use Animation That Costs Money Or Not Allowed For Commercial Use 

 I Want To Know How Can I Manipulate The Speed Of Running

 I Want To Know How Can I Manipulate The Height Of A Jump

And I Honestly Cant Buy Packs And So On And I Thank You For Your Patience With Me Sir And I Am Sorry If I Confused You And Thank You For Trying To Help :D

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asked Jul 31 '16 at 06:37 PM in Blueprint Scripting

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ANoob9001
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Not to discourage you. But developing a game is an incredibly complex and long process. I'm sorry I sound a bit harsh but no one will develop a game for you. Though that is pretty much what you asked and you have to face the reality that this will not happen.

Climbing systems are moderately advanced ones which means you should have a decent grasp of gameplay programming before you get started with it.

Fluid animations are what AAA studies throw insane amounts of money at. It costs hundreds of thousands of dollars to get that right in high quality (or in other words hundreds upon hundreds of hours of a highly skilled animator and not rarely technical artists as well).

Try yourself at fundamentals. Learn programming and while doing that decide if that by itself is fun for you. Otherwise there's really no point to it. Games aren't crazy money printing things and getting something decent together takes forever even if you know what you're doing.

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answered Jul 31 '16 at 07:38 PM

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Erasio
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avatar image ANoob9001 Aug 01 '16 at 05:34 AM

Hi Erasio You See , I Am Not Quite Much Making An AAA Game Rather An indie game Its Not Going To Compete With The Giants Like Mirrors Edge Rather A Simple Fun Game And I Was Still Wondering I Mean What Are The Basic Fundamentals For Gameplay Programming I Mean I Understand And I Already Know But I Need Someone To Accelerate The Learning Curve For Me So It Wont Take Way To Much Time

Maybe it Is Hard to make the game fluid so lets just put that under the rug :D and hope they will enjoy the game otherwise my game has something unique which its humor and ridiculousness {not sure that's even a word XD} So That Will Help Cover Up The Game And If The Game Has A Demo I Would Probably Go To Kickstarter Rocket Hub Etc For Funding While Reaching Out For More Fans etc And maybe get alexs pro climbing system or something like that So yea i just need to get past the learning curve and manage to make somewhat of a decent demo thanks for helping :]

avatar image Erasio Aug 01 '16 at 11:07 AM

The basics for developing a parkour system is a good understanding of game states since you will be using and changing between them a lot.

A decent grasp of physics engines or more specifically the collision system and tracing.

You will also need a very good grasp of unreals animation system or need someone who does since otherwise you are not so much climbing but more like flying a character model around.

Here's a rather good and interesting playlist of various movement mechanics tutorials:

https://www.youtube.com/playlist?list=PLV0qBSMhzPz6z3sjNX0TpAeQvWT3QeZfm

But please. Don't trivialize game development this much. You need to do much more than get past the learning curve.

https://steamcommunity.com/sharedfiles/filedetails/?id=712741429

This is a project of some fellow students of mine. Programming spearheaded by a couple of people who have been studying game development for 4 years including writing their a physics and rendering engine. They are currently doing their masters in computer science with strong focus on games.

Free running is one of the harder things you can develop.

Do yourself a favor and start with something easier.

avatar image ANoob9001 Aug 01 '16 at 09:06 PM

i honestly think that your students are doing an amazing job but they Missed in 2 Major Problems First Is That You Need To Make The Game The Base Game Is Amazing But What They Need Is To Make The First Person I Looked at it And It Looked Great But They Need To Make It First Person And Maybe Edit The Levels And Add More Of A Tense Gameplay Would Make A Game A Big Success And Second is not quite miss i am not sure i didnt check the game fully but did they try to reach out for youtubers the ones who do lets plays or something and tell them to put a link in the description for people who are intreasted for exchange of the game and make a campaign on kickstarter indiegogo or rockethub and third is not also much of a miss but can impact dramatically which is the trailer there trailer looked like it came from the 90s i mean when ur displaying your features of a game u dont have to spell it out for them instead just leave them mesmerize at the gameplay i am sorry for the being a bit too harsh i think i might pushed it too far but if they want the best game with what they have they will need a gigantic amount of criticism and also a final tip is Beta testing dont test it on ur own instead give it to some of your friends or if u want to make a funding {crowdfund} campaign you might want to give the beta to those who donated to you and ask them about the games strong points and weak points and erasio last thing do you think i can contact your students ? i might be able to benefit from them and they will benefit from me. Cheers m8

avatar image ScottSpadea Aug 01 '16 at 10:19 PM

those tips sound more like dunning-kruger nit picking of alternative opinions, rather than useful critiques.

many people prefer platforming in third person, so they can better judge their jumps, and many people prefer trailers from the 90s as a style choice. there is nothing wrong with spelling out features in a trailer, it breaks up the gameplay a bit and adds pacing to the video.

I doubt Erasio would give out contact details from friends or students or anyone else, because that's not a very nice thing to do.

stop trying to skip the learning process by getting someone to make your game for you, just get used to the idea that this learning process will take many years of your life, and will probably require tons of non UE4 computer science knowledge like vector math, trig, programming paradigms, data structures, marketing, interface design, ergonomics, game design, cinematography, writing for entertainment, rigging, animation, anatomy, color theory, etc... 4 years in college is not enough, you need to dedicate a huge portion of your life to making games.

making a modern game requires more knowledge and skills than Da Vinci learned in his entire life, and you cant get that kind of knowledge by just copying a single tutorial. so take the scenic route, learn everything you can from as many sources as possible, and keep working at it. but don't try to jump into calculus because you are bored of learning long division, you need to work your way up and learn all the prerequisites.

avatar image Erasio Aug 01 '16 at 11:02 PM

ScottSpadea got the right idea.

The reason I linked that game is not for feedback, to brag or connect people.

We have a university full of quite skilled people if they ever need a larger team (which they don't) and help, advice and talks / lectures from people with years of industry experience.

I honestly mean no offense by what I'm saying next but talking to amateurs is not productive. Testing is done under controlled circumstances with an array of questions which target specific things. They were doing those tests with strangers to reduce the bias friends and family have when talking about your work. They will be considerate of your feelings and not tell you when something is truly shit.

If you wanna build a game. Do! But try to get to a point where you know the exact scope of your project and can estimate what needs to be done.

The reason I was showing you this project is because this is above five-thousand man-hours of work by people with an at least partially completed education in computer science / game art.

You want to do something huge by stitching together a couple of tutorials and free assets. But the reality is that's not gonna result in a decent demo much less a finished product.

Start off with something simple. Unreal provides a ton of tools to make creating shooters super easy.

Create a shooting gallery. Just a literal fair target shooting with score.

I believe that is doable with not too extensive knowledge in any department.

Check out if it's fun developing a game and if it is. Start from scratch. Learn programming from the ground up. Learn OOP. Check out what the engine can do. Screw around with it A LOT. And then maybe go on to develop your idea. Your dream.

I speaking from experience after going through what you want to do right now. I failed and started over 5 times before dropping my dream project and doing it right.

avatar image ANoob9001 Aug 02 '16 at 05:23 PM

Okey What About A Noob With Absolutely No EXP at all whats the best game that you would suggest 2.5 Game or 2D game ? Or Just Start Off With Shooters Because Honestly I Am Giving Up :D i am fighting an uphill battle with my own scope i fallen yet another victim of the scope creep because i knew i had level design skills yet no other skill to back my project up so what do i start with that i can make a good game that i can implement features into or make it unique in a way other than level designing itself

avatar image ANoob9001 Aug 02 '16 at 05:24 PM

and not a big fan of making shooters :D but if that what comes to then ill learn and do it

avatar image ANoob9001 Aug 02 '16 at 06:00 PM

also another message to erasio i didnt mean anything i just hoped for that the criticism that i said might be able to help them in a way because i honestly want all the devs to make the most out of their games just sorry if i was a bit over judging just hoped to help them and improve in any way

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