Some old, familiar faces are returning to the town of Grinwood in all their rotting glory! It’s nice to see them all again but keep your distance; you still wouldn’t want to give any of them a hug.
The nice thing about the material setup in UE4 (and UDK) is that it allows me to randomize textures on the models and so I’ve built them in a modular fashion. Textures and parts are able to be switched and swapped out by the Engine each time you play so there will be way more variety. The way it used to be done in the original OoH was that each monster had one set of textures applied to the entire model. Basically, the way it’s done now is that the model is divided into parts such as ‘Head’, ‘Shirt’,‘Pants’,‘Body’etc. and each ‘part’ will have a number of different but corresponding textures which the Engine randomly picks out of the pool and assigns to the model. This concept is applied to a lot of other things in this game as well to ensure a slightly different environment each time it’s played.
Of course, it is still quite a ways away from the final polishing phase but at that time I’ll do a couple more art passes and either cleanup, fix or add more details to all the visuals.
I’ll be adding a few more of our undead friends in the next update so come back soon!
I’ve had some free time here and there so I squeezed out as much work as I could and this is the result! Some What-in-the-H-am-I-looking-at monsters! Now, I’ve got just a handful of creature reveals left; most of which are original OoH zombies revamped! I can’t wait to show all the fans of the original OoH what has become of their beloved dead-heads!
Also, a thing to keep in mind is that most of the monster names I’ve shown so far are what some of the characters in the gameworld will call them BUT there is backstory and alternative names to these creatures; all of which will be described in detail when you find the Daemonicon Ictrama! (for those unfamiliar, this was a Demonic Tome hinted at in the original game) I loved writing the lore and coming up with the names for these demonic creatures. If you’re into that sort of thing, prepare to be immersed in it!
I’ve also got a bunch of NPC characters but I won’t be revealing those any time soon because I have to maintain some element of surprise.
You know, speaking of surprises, I’m surprised that for some reason there is still a small part of me that just resists learning new things. I don’t know why that is but it happened way back when with the whole modding process, level design, Unreal Editor, programming and so on but most recently; ZBrush sculpting.
In the long run I have never regretted taking out the time to learn these things so why is there still this little voice that says “Bah, it’s too much work! Bah, just hire someone else to do it! Bah, learning sucks!”
Though I am nowhere near any level of mastery with the techniques or tools that I use, I have always been able to do what I needed when I needed so I don’t know where this resistance comes from.
P.S Learning does NOT suck!
Hello everyone! I’ve just had the absolute pleasure of doing a nice Q&A with Ragequitters! There are some really great questions here that should provide a little more insight into what you can expect out of the new OoH.
A huge thank you to Gregs2k and the folks over at Ragequitters for this opportunity!
So, what have I been up to since the last update? I’ve been working a lot (job) since it’s now the busy season again but that will change and return to normal early on in the New Year when we should experience a bit of a lull.
I also managed to learn a sculpting program (about a month ago) in only a short period of time and this means that I no longer have to wait for or hire another artist to sculpt the fine details; I can just do it on my own now. This is another tool I can add to my toolshed!
I’ve also brought back some classic OoH monsters that you will recognize (they weren’t included before) so once they are painted and fully textured, I’ll be adding those to the site.
You may have noticed that the forums are gone as well; it actually got auto-deleted due to lack of activity and because I was so busy, I never saw the notification email when it was originally sent. This is alright though because eventually I will have to give Out Of Hell it’s own website, seperate from the Blog. When that time comes, I’ll implement a new, fresh forum!
I hope everyone has a great Holiday Season! Merry Christmas and I’ll see you all in the New Year!
I’ve got the rest of the weapons I had been working on before the crash ready to go and here they are!
I’m trying to make each weapon unique and different in the way that they are used/uprgaded/maintained so that we don’t have much redundancy. I’ve tried to avoid including weapons ‘just to have tons of weapons’ and so everything that’s been presented so far will differ from each other. For instance, something like the bat may be swung just like the crowbar but the crowbar will be slower and heavier, cost more stamina and can’t be upgraded. Whereas, the bat may be modified to include nails on the end, lighter to swing, cost less stamina but may eventually break. Another example is the Recurve Bow with arrows that can be reused provided you collect them after they are fired but ammunition is extremely rare and must be found or made!
Man, it is great having a good PC again and I didn’t realize how much I missed it! I’ll be honest, I was a little nervous the first night I sat down to work on the project again because I thought I would have forgotten my workflow (since I was away for so long) but it all came back almost instantly. I guess it’s the same thing as riding a bike; it just becomes muscle-memory! All the little shortcuts, the tricks and procedures…it was as if I never left!
The new computer has been very good to me and I haven’t run into any issues at all. It took a few days to get all my programs and data ready to go but so far it’s been smooth sailing! My next order of business is to finish off the rest of my character/monster models (just a handful left actually) and then I’ll jump onto UE4!
See you soon! Join the mailing list!
It finally came, the day is here! I spent a good portion of the afternoon going to pick it up but it’s home now! I’m going to fiddle with it some more, install an optical drive and SSD. Afterwhich I will install all my software and drivers and then I am going to go rub one out because I AM SO EXCITED! ERMAHGERD!!!!!!!!!!!!!!!!!!!!!!!!
I just came across this video earlier today created using UE4. I just love the natural-looking lighting.
Just imagining this with that extra layer of lived-in Out Of Hell-grime makes my nipples hard. UUUUGGGHHH I can’t wait!
(New PC arrives in another 5 to 10 days)
I’ve got all my computer parts all picked out and ready to order. It will be a really nice machine for Development and Gaming! The main stuff: Intel Core i7 I7-4790 Haswell 3.6GHZ Processor, G.SKILL F3-12800CL10D-16GBXL Ripjaws X 16GB, GIGABYTE GTX 970 G1 1329MHZ 4GB 7.0GHZ
That should run UE4 without any hiccups! Overall, I was surprised that it wasn’t as expensive as I thought it would be. The first computer I ever bought back in the day cost me around 1700 before taxes and is probably weaker than the phone that I have now! This new rig costs much, much less.
There were a couple of things occurring in my life that I needed to save (and use) my money on but now I can finally go ahead and buy that new machine that I’ve been waiting for. With some of my free time since, I’ve been able to tighten up a lot of loose ends in the script, expanded on several gameplay elements and added some really awesome twists to the original plot!
A lot of free-roaming and exploring in the design, randomized events and item/monster placements, a huge skill tree for you to customize the Character, multiple endings…Man! Reading through it again makes me really restless and squirmy because I just can’t wait to present it! I firmly believe that even seasoned Out Of Hell Fans will be caught off-guard and find a lot of surprises in the new game. Character cameos, Easter Eggs and secrets will abound!
I should mention that I’m kind of entertaining a Multiplayer component too but I’m approaching it with sort of a ‘I’ve got a couple of ideas in the back of my head that may or may not work.’ attitude, so it is what it is. The Singleplayer Story Mode and Survival Mode are my top priorities but I think it would be nice if there was to be some sort of Deathmatch and/or Multiplayer Survival mode added onto it. That would definitely require a Programming team but it’s still pretty far down the road so we will see!