Those animations look amazing!! Great job!
Very cool review of the making of Spellbreak. Would be even more cool to see some videos inside UE4 showing how they do a few very specific things unique to them.
This was so helpful for me. I'm hoping to adapt your tutorial to pull off something similar comparing modern satellite imagery with historical maps. No topo, so my steps should be simpler, but I'm a novice with Blender and you've really helped. Thanks!
5 developers from Bangkok are trying to build their own mecha-inspired game, which gently unites impressive design, turn based action and strategy. Some of the devs from this tiny team actually worked on some pretty famous games, including the infamous Deadly Premonition.
One of the biggest features of this project is the incorporation of various mechanics and features, which make the whole game seem a bit too complicated:
Pilot your mech and keep a tactical play by turn based system! DUAL GEAR is a Turn Based Action game giving the player experience of the pilot themselves and at the same time, the player needed to think about the tactic and strategy. Making the reaction, management of resource and awareness of the mission extremely important.
The attack system of DUAL GEAR is a mixed of real-time shooting and quick performance(skill, etc) cut scene. The game uses a system called Action Skill, which is a combined of two elements. First is the action point(AP), the other is the Generator Output(GP). Every skill will have their own requirement to activate. for example, the weapon that has huge damage output or ability to hit multiple targets will need 1 or 2 action point and a lot of GP to activate.
The second big “selling point” is the design.4 of the people making this game are actually 3d artists and most of them are obsessed with anime and big robots. For the game alone they want to create 30 original mechs and 100 parts, which you can use to update your robots. There are 60 types of weapons and lots of other content. Versatile designs are united by one common visual stylistic: lots of light, white color and crisp almost cel-shaded look.
The game is being created with the help of Unreal Engine 4. Developers want to get over $60k for the production, but so far they were lucky to get only $6,5k.