Video: Quake Physics in Unreal Engine 4

Hi guys,

It has been a while after my previous two posts about this project, but I finally have something to show you.

I decided to start over using the ShooterGame demo which is included in Unreal Engine 4, and this is the early result of combining it with my movement physics changes (watch at 60 FPS for the best impression):



Of course this is not representative at all of the final gameplay or graphics I have in mind (I literally only added my movement code to the Shooter Demo today), but at least you know this is real.

Aside from starting over with the ShooterDemo, I also decided to make this a portfolio project. This allows me to do whatever the hell I please without regard to what would sell to the mainstream. I still have plans to make money from it in the long run, but that's secondary for now.

As soon as I have something a little more interesting, I will release it for free, so everybody can try it out. I will also post more details and perhaps a proper announcement soon, but for now I'd just love to hear what you think about the movement so far!

Comments
15
Like, it looks really cool, but I still have the futuristic theme, but that's just me
The theme is entirely from the UE4 sample, I'll use it as a starting point but it's going to change a lot. I will most likely go for a more abstract theme. This project is all about the gameplay, the theme is only window dressing.
Parent
It looks very unnatural to be honest, it feels like you're jumping way too high and not nearly enough distance is covered per jump. Also the acceleration just looks weird.
I will still tweak the actual parameters, that will be easier to do once the design is more complete. I do want to balance it though, so that you can gain a good amount of speed with good movement, without making base movement (i.e. ADAD) too erratic.
Parent
Is it better than reflex?
I'm not going after Reflex. I'm sure Reflex got the Arena Shooter covered nicely, what I am after is more in the spirit of Action Quake 2, Urban Terror, and of course RTCW. This is just the first step of getting the movement basics right, although I'm sure that I will tweak it a lot still to make it feel just right when the game is more complete.
Parent
looks a bit like on rollerblades

gl
these bots are raping you :(
They are hacking. :X
Parent
Nice proof of concept! Now just need completely new assets for everything else :D
looks good =)
This honestly doesn look like cpm (or quake) physics at all.
It's not a direct clone, but uses the same physical behaviours. I made a video without the bots, that's probably clearer:



(my movement sucks though :))

When you see me boosting from a wall on the ground, that's a quick wall jump. Like in Quake 2 and CPMA, anything that allows you to jump twice in a row quickly will give you a boost due to additive jump velocity, so that makes walljumps very powerful of course. It's a bit like rocket jumping, only that you can't do it without a wall. This should be clearer once I add walljump sounds.

This is all going to evolve a lot still, it's just the very first step.
Parent
9/10 very cool i would play it IF the crosshair will be customizable and the weapon can be removed (drawgun 0)
I was even thinking of going completely abstract and not have a gun model to begin with. It's a tough choice, but since many people prefer this anyway and in-game weapon models take a shit ton of time to make, it would make a lot of sense.

Or maybe I'll do a Doom-style mini model that is centered at the bottom of the screen.
Parent
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