Any furry game developers? I made something very useful!
8 years ago
If none of what I'm saying means anything to you then you're probably not our target audience, if you know any furry game developers shoot them a link!
If you or anybody you know has any interest in VR development this can save you absurd amounts of work.
https://www.unrealengine.com/market.....apon-master-vr
If you're developing VR and you're indie/amateur there's a good chance you're using Unity just because of it's standard VR tool set. We were originally using Unity it's such a shit engine we created our own fully fleshed out tool suite/project template for Unreal Engine 4. With this you can save months of programming or hundreds of dollars in turnkey assets just to get the bare minimum functionality needed to start a VR game project in UE4 which is a superior engine in almost every way. This is basically an exhaustive middleware we created for our own HTC Vive VR game which we've bundled up as a package of blueprints to help other indie developers. Currently only Vive is supported but Oculus Touch support is coming soon. Our user community has already created it for themselves but it will be native in our next update.
We just got certification from Epic for their store but we stealth launched/beta'd this well over a month ago on Itch.io by popular request and have sold a lot of copies. There are a ton of games in development built on our system already including some from actual professional game studios. You can see what people are saying about it on our forum in the link above.
The system is all blueprints so it's incredibly easy to use and implement and customize, or you can use it for a bunch of turnkey solutions.
At it's core it's a fully fleshed out weapon/combat/inventory system. You can take a gun/bow and arrow/ melee weapon model you buy or make and within minutes turn it into a fully interactive and functioning weapon in the virtual space. Slides and charging handles must be manipulated by hand, magazines removed and inserted manually, the bow string must be pulled back, shotguns pumped and shells inserted into magazines etc. It's basically plug in and play to create your own realistic weapons. It also has the tools to convert a model into a simple firearm where the ammo is stored within the gun and reloading is simply done through an animation a la Space Pirate Trainer.
All of the above have the logic for full bloom and additive recoil as well as two handed weapon stabilization. And preset easy to customize hostering and inventory that tracks weapons, bullets, types of ammo, magazines etc.
It's also got a full suite of locomotion tools including traditional multi directional movement without teleportation that collides with objects and environments as well as our own directional teleportation system which is a compromise for people who get motion sick but who might want to play your game utilizing traditional free movement.
One of the more useful features that has people who aren't even making a shooter buying it (Other than the locomotion solutions) is the system we created to turn any 3d mesh into an interactive object. Environmental props, weapons, anything you want can be turned into an interactive physical object with any number of attributes in seconds, all you have to do is insert a bone into it and put it in the correct class.
Our system also extends from Epic's default VR project template so any other default template extension assets you're already using will work alongside it.
It comes with one production quality zombie model with a simple seek and destroy AI, walking forward and attacking animations as well as sample generic guns pre rigged to function within the system.
Here's a video of the required demo level for it which we threw together in about 2 days. Just a fun little horde zombie game using a lot of the tools that come in the system.
The library of tutorial videos and documentation for this is getting bigger and we fully support it and work with everybody using it to do tech support!
I have no idea if there's any interest in this here but figured there's so many creative people in furrydumb there must be some other developers! If you know any or aspiring ones, shoot them a link here!
If you or anybody you know has any interest in VR development this can save you absurd amounts of work.
https://www.unrealengine.com/market.....apon-master-vr
If you're developing VR and you're indie/amateur there's a good chance you're using Unity just because of it's standard VR tool set. We were originally using Unity it's such a shit engine we created our own fully fleshed out tool suite/project template for Unreal Engine 4. With this you can save months of programming or hundreds of dollars in turnkey assets just to get the bare minimum functionality needed to start a VR game project in UE4 which is a superior engine in almost every way. This is basically an exhaustive middleware we created for our own HTC Vive VR game which we've bundled up as a package of blueprints to help other indie developers. Currently only Vive is supported but Oculus Touch support is coming soon. Our user community has already created it for themselves but it will be native in our next update.
We just got certification from Epic for their store but we stealth launched/beta'd this well over a month ago on Itch.io by popular request and have sold a lot of copies. There are a ton of games in development built on our system already including some from actual professional game studios. You can see what people are saying about it on our forum in the link above.
The system is all blueprints so it's incredibly easy to use and implement and customize, or you can use it for a bunch of turnkey solutions.
At it's core it's a fully fleshed out weapon/combat/inventory system. You can take a gun/bow and arrow/ melee weapon model you buy or make and within minutes turn it into a fully interactive and functioning weapon in the virtual space. Slides and charging handles must be manipulated by hand, magazines removed and inserted manually, the bow string must be pulled back, shotguns pumped and shells inserted into magazines etc. It's basically plug in and play to create your own realistic weapons. It also has the tools to convert a model into a simple firearm where the ammo is stored within the gun and reloading is simply done through an animation a la Space Pirate Trainer.
All of the above have the logic for full bloom and additive recoil as well as two handed weapon stabilization. And preset easy to customize hostering and inventory that tracks weapons, bullets, types of ammo, magazines etc.
It's also got a full suite of locomotion tools including traditional multi directional movement without teleportation that collides with objects and environments as well as our own directional teleportation system which is a compromise for people who get motion sick but who might want to play your game utilizing traditional free movement.
One of the more useful features that has people who aren't even making a shooter buying it (Other than the locomotion solutions) is the system we created to turn any 3d mesh into an interactive object. Environmental props, weapons, anything you want can be turned into an interactive physical object with any number of attributes in seconds, all you have to do is insert a bone into it and put it in the correct class.
Our system also extends from Epic's default VR project template so any other default template extension assets you're already using will work alongside it.
It comes with one production quality zombie model with a simple seek and destroy AI, walking forward and attacking animations as well as sample generic guns pre rigged to function within the system.
Here's a video of the required demo level for it which we threw together in about 2 days. Just a fun little horde zombie game using a lot of the tools that come in the system.
The library of tutorial videos and documentation for this is getting bigger and we fully support it and work with everybody using it to do tech support!
I have no idea if there's any interest in this here but figured there's so many creative people in furrydumb there must be some other developers! If you know any or aspiring ones, shoot them a link here!
Honestly this is just something we made for our game. We've basically figured out a good strategy to have our game's production fund itself.
I also made Karen's Magic Cloak on the Android. That one is just one of those endless defend things that I made in a couple weeks.
I am currently learning 3ds max.
I faved this, I'll look into later when I mess with VR.