Assalamu Alaykum (Peace be with you)
My name is Nidal Nijm, I am Brazillian Muslim, from Arab ascendance, my father is from Palestine.
I am just an indie solo developer trying to find my place in the game industry.
I am well known on the homebrew PS3 community. Just search on google UDK Ultimate Engine (http://wololo.net/2019/09/24/a-look-at-udk-ultimate-a-modified-unreal-en...)
Summarizing, some years ago I did port UDK Engine (the free version of Unreal Engine 3) from EPIC Games to PS3 and Xbox360 creating the first and only Fully 3D Engine for developing homebrew games for PS3 and Xbox360. This project stayed online for almost 3 years, it got a lot of visibility, millions of download, untill recently EPIC Games got aware of this project and asked me to take it down, because it breaks their EULA and Copyrights.
So I did take down this project, and did apologize for EPIC Games, because I never intended to harm them in anyway. EPIC Games were so kind with me, they recognized my efforts and talent on porting their engine for home consoles by myself, and allowed me to keep using my modified version of their engine, they gave me a Unreal Engine 3 License, I signed with them a contract, and now I am developing my first comercial game.
I even created a very fun and free mini game recently, for PC, PS3 and Xbox360, using my modified version of UDK Engine.
https://www.youtube.com/watch?v=GXSy-oq406U
The download links are on the video description on my YouTube Channel.
So now with a Commercial License for using Unreal Engine 3, I decided to develop my first commercial game, a game about the War in Palestine.
I know this theme may be very sensitive for many people, as we all know there are victims on both sides of this war, however, I will try to explain what my game is about, and will show that my game does not promote violence or terrorist propaganda.
First of all, In this game, the player does not shoot Israeli civilians, women, children, elderly, only soldiers. Also in this game there are NO images of sexual content, illicit drugs, religious desecration, hate of speech against any group, ethnicity or religion, anti-Semitist propaganda against Jews, Nazi propaganda or boasting of any terrorist groups and / or other unlawful acts. This game only contains the virtual representation of the Palestinian Resistance Movement against the Israeli Military Occupation, which is officially recognized by the United Nations (UN).
I want to be clear that my objective in this game is not to make you hate Israel or Love Palestine, I just want to players experience a war game through another perspective. From since I was a Kid I always asked myself why there are no games on which we, Arabs and Muslims, are portraied as heroes, instead of villains and terrorists? And this is true, the representation of Arabs and Muslims in games for a long time was just through the flag of Terrorists, Killers, Assassins, Bandits, and so on. Only recently middle-eastern and muslim characters are portraied as heroes and "cool" characters, like in Street Fighter V, Tekken 7, Overwatch, and others.
Please watch this GDC talk about this matter:
https://www.gamasutra.com/view/news/326812/Video_A_howto_guide_for_Musli...
Added to this, my father was a Fighter of the Palestine Resistance Movement, he fought against Israel Army in the Lebanese Civil War on the 70's, and from since I was a kid, I felt too much proud of my father and the Palestine People in General, because of their Strenght and Constant Resistance. So this game is kinda tribute to the Brave People of Palestine and their Resistance against Military Occupation.
Talking about the game itself, Fursan al-Aqsa - Knights of al-Aqsa Mosque is a Third Person Action Game on which you play as Ahmad al-Ghazzawi, a young Palestinian Student who was unjustly tortured and jailed by Israeli Soldiers for 5 years, had all his family killed by an Israeli Airstrike and now after getting out from the prison he seeks revenge against those who wronged him, killed his family and stolen his homeland.
This game is being developed during the course of 4 years by one person (me, Nidal Nijm), in a custom version of UDK Engine (Unreal Engine 3), using the best technology to tell a compelling story through a game packed with non stop action, advanced 3D graphics and modern gameplay mechanics, however keeping the soul of old school shooters. You will play in missions accross ground, sea and sky, you have many objectives to accomplish in each mission, epic bosses battles, powerful guns, vehicles to drive, helicopters to take down, and much more. Expect a LOT of Action and Adrenaline!!!
This game also is greatly inspired by Hideo Kojima's Metal Gear Solid, Call of Duty Modern Warfare and Insurgency Sandstorm.
I hope untill the end of this month (november) release a free demo of this game (for PC, PS3 and Xbox360), so people can enjoy and feel what my game is about, enjoy the gameplay, feel the action. I plan to make something similar to Metal Gear Solid VR Missions (If you may remember), on which I will teach the player the basis of the Gameplay, like training the player for the true battle that will come on the final game. About the first episode (mission), I hope to release it untill the end of December, beginning of January 2020.
Now I will show you some trailers of the game itself, a beta version of this game. I am already redoing everything from scratch, remaking the models, animations, and maps, raising the overall quality, polishing things here and there, to deliver a high quality product for all people enjoy.
Also you can see the new updated model for my character protagonist, and the difference between the new player model and the old one, so you all can be sure I am commited to do my best on this game. These old models were just placeholders for me develop the basic game programming framework and features.
This trailer tells the history of how the muslims re-conquered Jerusalem:
https://www.moddb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/vid...
This trailer tells the history of the Game's Protagonist:
https://www.moddb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/vid...
This is the promotional trailer "Join the Resistance":
https://www.moddb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/vid...
This is the PC Gameplay Trailer. The PC Version supports ANY Gamepad through xbox360 controller emulator (already included):
https://www.moddb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/vid...
This is the PS3 Gameplay Trailer (sorry for the video quality, I don't have a HDMI Capture Card):
https://www.moddb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/vid...
This is the Xbox360 Gameplay Trailer (sorry for the video quality, I don't have a HDMI Capture Card):
https://www.moddb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/vid...
Some Screenshots of the new Player Model In-Game:
Now some Behind the Scenes Trailers.
Making off "Crusader Battle Trailer":
https://www.moddb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/vid...
Making off "Ahmad al-Ghazzawi":
https://www.moddb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/vid...
You can follow the development of my game here:
https://sites.google.com/view/fursanalaqsagame/
https://www.youtube.com/channel/UCcw8iE7JGheoU3Tq4ducTpw/
https://twitter.com/UdkUltimate
https://www.moddb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque
https://www.indiedb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque
Jazakom Allah Khayr (May God give you the best)
Something important I forgot to say.
This map, which will be the first mission (episode) of my game:
It's a remake of a Custom Map for Counter Strike Global Offensive, the map name is de_heat.
Whenever I create my maps, I like to take many games as reference, and I prefer to use Source Engine Games Maps, because it's easy to import on 3dsmax, and use the original map as a reference to model my map over the original map.
I have choosen this map, because it's similar to the real city of "Old Jerusalem", which is where the first mission of my game takes place.
However, I contacted the original author of this map from since I began creating this map in UDK Engine, last year. And he was very kind to me and gave me authorization to remake his map for my game:
However, as I told before, these screenshots of this map, and the gameplay trailers, are a bit outdated, because I am already working on chaing this map a bit, especially changing some assets (props) which are from Valve (the devs of Counter Strike) and not from the map author.
I am replacing these assets with some assets created by me and others purchased on 3D Marketplaces arround the internet. This is very common especially for indie and solo developers, purchase assets, download royalty-free assets to use whenever developing a game.
Imagine if all indies would make games creating all the assets from scratch. You would not see so many indie games arround there.
The same is truth for my new updated protagonist model. This new updated model is a mix of character parts from many models, which I purchased recently to update my 3d models library, which was a bit outdated (the marjority of my old models were from the time of Counter Strike Source).
However, you may think: "Man, getting ready models to create a game is very easy, because you have done almost nothing". I must inform you that the truth is far away for this thought. In game development there is no a "copy and paste", or "plug and play" solution, just one click and your game is done! No, even using pre-made 3d Models, you will never get the model which you want to fit on your project unless you do the dirty work of modifying this asset to fit on your game. Yeah, there is a LOT of work to be done.
I have done a lot of manual changes on this model, in example, the head cover was untill the neck, however I wanted this headcover to raise down untill the chest, so I manually modelled that extra part to make it reach the chest. Also the original texture was a plain black, so I manually created in Photoshop this Shemagh Texture in red color, the traditional Palestine Head Cover. Also to add some more depth, I did bake some small shadows on the texture to make it look more realistic and give a kind of fake volume to this head cover.
Another change I have done, because I am using the default UDK Skeleton (Unreal Tournament 3 Rig), and the default Animation System in UDK Engine (UE3) is pre programmed to work with the UT3 Skeleton outside the box, I did manually rig the character mesh to the UT3 Skeleton, as you can see in the video. And the character arms I used for this model, were a bit larger than the UT3 Skeleton, so I had to manually reduce the arms lenght, thus repositioning the hands aswell, to fit perfectly to UT3 Skeleton (so I don't have to re-program the Animation System).
Cheers and untill next update!
For those who accused my game of terrorist propaganda: I sent the game synopsis alongside gameplay to Brazillian Government Justice Department for Approval and Age Rating. My game was approved, and got Age Rating +18!
IndieDB - Indie Game of the Year. Please vote on Fursan al-Aqsa: http://tiny.cc/8hkmgz
There just 2 days left for the competition, so if you did not vote yet, please vote now: https://www.indiedb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque
Fursan al-Aqsa Dev Blog #5 - Updated Animations for Ahmad al-Ghazzawi
www.moddb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/videos/13-f...
In game development is a common practice to use placeholder assets, which can be 3D Models, Textures and even Animations. Whenever I first began developing this game 2 years ago, I use the default UDK AnimationSet, which includes all the Character Animations used in Unreal Tournament 3. However, to give my game some originality, I decided to replace some of these stock UT3 (Unreal Tournament 3) animations by other animations from my Assets Library (which includes MOCAP animations from MegaMoCap, TrueBones, TurboSquid, NaturalMotion, and others).
I did not make too much polishments on these first animations I used, as I was just bored to look all time to the Default UDK Animations, so I just wanted something provisory, to polish later.
UDK/UE3 Engine has a perfectly working Animation System, pre-configured to work outside the box for a Shooter Game. One of these functions is what we call Aiming Profiles, which means, for any type of weapon the player carries, there are a different set of animations: in example, run forward rifle, run left pistol, rifle idle animation, bazooka run forward, and so on. For the sake of simplicity, I just replaced many of these stock UDK animationsby these new mocap files (retargetting these animations to the default UDK Skeleton in Motion Builder).
It would be very cool if using custom animations for UDK was just a matter of copy and paste. Even though the retargetting animations process is flawlessy inside Motion Builder, however, because of differences in skeleton size (UDK Skeleton x Custom MOCAP Skeletons), I had to manually edit each mocap animation to fit into UDK Skeleton. The fixes is just reposition of the character skeleton to fit and work flawlessly. In Motion Builder I just added a new animaton layer and added some key frame animations to fix the MOCAP, one by one.
Added to this, I did some Custom MOCAP using my Kinect Camera, as you san see in the video above. I must admit that is far better using professional captured MOCAP files than doing it yourself. I used Custom Kinect MOCAP files whenever I could not find, inside my assets library, the animation wanted, so it is time for "Do it Yourself". Again, after some (MANY) tweaks on these custom kinect mocap files, I got something good looking wich you can check aswell on the above video. And these will be the final animations for the game's protagonist.
I hope you are enjoying de follow the development of Fursan al-Aqsa.
P.S: If you did not vote yet for Fursan al-Aqsa, please vote now, it is disputing the Top 10 Indie Games of 2019, it is now the #1 of Upcoming Third Person Shooter:
http://tiny.cc/18blhz
Cheers and until Next Update!
New Updated Model for Zionist Soldier - Work in Progress
Today I began to sketchup some ideas of Maps for Fursan al-Aqsa Training Missions. Besides the Campaign Mode, I will add a Training Mode for my game with a LOT of Cool Missions, inspired by Metal Gear Solid 2 VR Missions (Kill All, Stealth, Weapon Shooting and Variety).
I decided to change my custom camera to make it look more similar to MetalGearSolid4. I am happy with the final result, so now my game has more of that MGS feeling! Next step will be add the iconic solid snake's crawling animation!
Be like a Chameleon. Suprise your enemies by invading their base disguised as one of them, and kill them all without mercy! Just testing a new feature on #FursanAlaqsaGame for the stealth missions mode!
Fursan al-Aqsa Dev Blog #6 - Updated Models for IDF Soldiers
This article shows a small gameplay test of the new Updated Models for Israeli Soldiers running on Playstation 3, and a small "Behind the Scenes" of the creation of the new IDF Models:
https://www.indiedb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/n...
Fursan al-Aqsa Split Screen Multiplayer on Playstation 3
https://www.indiedb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/v...
Do you Remember? Who misses that Golden Era? Multiplayer Madness is Back on Fursan al-Aqsa!
The mayhem is coming soon to PC, PS3, Xbox360...
Multiplayer SplitScreen and all its glory running on Xbox 360 RGH:
https://indiedb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/video...
Fursan al-Aqsa Dev Blog #7 - Making Off SplitScreen Multiplayer
In this article I discuss the technical details of how I implemented the Multiplayer with SplitScreen for my game.
https://www.indiedb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/n...
It's worth a reading :D
I'm always support the new indie studios who trying to made game about other new culture, new history events,... ( I'm too tired with WW2 and America game already).
However, I think you should rewrite your post in some way with more interesting and more easier to read.
Exp:
Story: This game about....
Gameplay:
- What is new in this game.
- What you think it will got attractive from the gamers.
Some of game's images.
Of course, you can tell your story about how you are making this game, too. But it is after when we understand what game are you making. Until now, I actually only know that:
- This is game about Israel-Palestine war.
- This is Third person shooter.
And that is all.
Good luck.
Hello my friend.
First of all, thanks for your supportive comments.
Thanks also for these constructive critics.
About the game history and plot, I did post the link to the protagonist's history trailer on my first post, but here comes again:
https://www.moddb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/vid...
About the gameplay, I did opt by kinda retro gameplay features, simple, yet fun.
What makes fun the gameplay I think are the character animations, especially hit reactions and death animations.
There is also the knife kills, on which only one hit you can kill any enemy (though is not that easy perform a knife kill).
I avoided the cover system, like gears of war, because this way would break the pace of my game, as I want something like non stop action, I don't want the shooting and adrenaline be broken by cover, stop enemy shoot, then shoot.
Yes, you can cover, manually, by crouching behind some obstacle, or hiding behind walls, but there is no an automatic cover system (gears of war).
I plan to make 2 modes for single player, campaign mode (on which you play through the game history), and special ops (like metal gear solid VR Missions).
Special Ops mode will be too much fun, because it will be focused on gameplay rather than narrative, because each mission (map) will have a different gameplay. In example, kill all enemies with head shots, kill all enemies with knife kills, infiltrate an enemy base without being spotted by guards, destroy security cameras, resist an horde of enemies, take down flying drones while they throw bombs at you, fight enemies with only half of your health, complete a mission in a specific time, and so on.
Added to this will be the Split Screen Multiplayer with many modes, like:
1- Resistance: Up to 2 players play in cooperative mode as Paletininan Fighters against many hordes of Israeli Soldiers.
2- One time to kill: 2 Players, One player plays as Palestine Fighter, and other as Israeli Soldier. Only the two on a map, many guns, ammo, healthpack. Whoever dies first loses the match.
3- Holy War: Up to 2 Players, vehicles, One player plays as Palestine Fighter, alongside other friendly bots (Palestine) against player 2 which plays as an Israeli Soldier and his friendly bots (israeli soldier). Wins the team which reaches 10 kills first.
4- Hunt or be Hunted: Up to 2 Players, Player one plays as a Palestine Fighter with only a RPG7, and player 2 plays as a big badass vehicle, like Apache, Merkava Tank, Giant B51 Bomber. Player 1 needs to take down player 2.
5- Martyrdom Operations: 2 Players, Player 1 spawns inside a suicide car and needs to head to player 2 base to explode it. Player 2 needs to protect his base by destroying player1 before it reaches his target (base).
Summary about the game:
- About Israel-Palestine War.
- Third Person Shooter.
Gameplay:
- Combine between basic Shooter game ( COD) and some stealth elements ( MGS).
- Heavy fighting, shooting non-stop.( COD)
- Many new Multiplayer Mode.
- Special Ops mode with many difficult mission.
ok, I get it.
I still think when you want to introduce your game in somewhere, you should try to write your post shorter and more clearly. So everyone can read and understand your game easily. ^^' The wall of text isn't the good way to get the attraction from everyone.
Thanks my friend, I will be more concise next time when pitching about my game, especially for indie game reviewers, I may even use this description you wrote for me right now.
Many thanks!
Athough I can't help you in creating the game, but I can tell you my nation's story.
Ten years ago, we Vietnamese studio tried to creat the FPS game about our history's First Indochina War. I remember we very excited to see " COD made by Vietnamese" during that years.
https://www.youtube.com/watch?v=3CzCSX8ctQ8&t=1562s
However, the game finally failured because many reasons ( piracy; don't have multiplayer mode; can't buy digital version during these years when many Vietnamese still don't know about Steam.). However, I now just talk about the gameplay's troubles:
- During these years, we just tried to creat " Vietnamese's COD". That mean, the game basically just look like the mod of COD although it actually the independent game ( use COD's gameplay, just change the background and unit's skin). Of course, we can't made the game as good as COD, while game itself don't have anything new. That mean our game finally just the terrible copy of COD.
- I think during these year, that Vietnamese studio almost use their time just to creat the background and unit's skin as look like Vietnamese as they can, while don't have any focus in gameplay. But we play game because of gameplay, not just to see the background Vietname uniform during that period. Game isn't documentary film.
- Actually, First Indochina War very different COD game. During that war, Vietnam side almost have to armed themself with melee weapon like blade and spear and very few bolt-action rifles. But because trying to copy COD, the studio finally removed these important element, and creat Vietnam side in game similar to COD: full equip of modern weapon.
----------------------------
So, my nation's lessons from that failure are:
- Don't just try to make a game which almost is our favourite game, just change the background and unit's skin. It will make our game look like the cheap/terrible copy of the AAA game.
- Gameplay is one of the most important elements of game. When we creat the game, we have to creat the gameplay concept and ask ourselve " is this gameplay really fun to play?".
- Every new background, new history period will have these new/strange element which never be appeared in any game before. Instead remove it, we should think about " how to add it in our game, make it become some new/ interesting element of our game.". May be it actually the key lead to our successful.
Exp: with our First Indochina War, actually 7554's gameplay have to be the combine of tradition FPS and many melee fighting elements and ambush. Although I still don't know how to creat the gameplay look like that.
Hope our nation's story will help you someway.
WOW man, I loved your game, I have seen in youtube the gameplay. WOW, your game looks very professional, like AAA titles. I liked the gameplay also.
You did use Trinigy Vision Engine right? It looks very similar to UDK Engine (the shaders, lighting and shadows).
I am sorry your game did not suceed, it's a shame, as your game is very good, from what I have seen.
I am aware we must not just copy a famous game, and my game is fast paced, so in reality it has a lot of gameplay code from Unreal Tournament 3 (which is a fast paced shooter), alongside some elements that just reassemble COD and Metal Gear, but I am sure my game will have its own taste and personality
Cheers and thanks again for these counsellings.
No. it not my game. I'm more the player than the developer. Although I trying to learn how to use Unity to creat my dream's NSFW game,too. --'
That a game made by a studio of my nation. It is the huge event ten years ago.
The game actually still lack many thing. You can see your enemy almost just stand there and shoot you. You will die even when get near to your enemies. So, different to COD, don't really have melee fighting in this game. This cause much of bug when many of mission is last stand mission. And you just need to hide in somewhere until the time end, because the enemies never try to get near to you.
Yeah, it made by Trinigy Engine. It writed right here.
https://www.youtube.com/watch?v=0Lt89MiuvKc
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your game made about guerrilla warfare. It is difficult topic of shooting game.
Although many America studios made about it before ( Homefront, Freedom Fighter,...), but it is very funny and don't really explain guerrilla as it really is. I always smile when they creat game about the newbie America militia can shot down a platoon of Russia invader ( soldiers and tank and helicopter and... --"). They made many Vietnam War game, and they all failured,too.
I imagine the Israel-Palestine war: one side is the militia with just infantry weapon. One other side is regular army with tank drone, aircraft and many more modern weapon. And these militias have to think about how to defeat their enemies with just their infantry standard weapon.
No matter what, I think begin the game with multiplayer mode is wise choice. You can think more about gameplay, reduce the piracy trouble,... We should make the Single Player mode latter.
--------------
Although I can't do anything to help you. May be I will donate you in some other way. As I said before, I'm trying to learn to made my dream's NSFW game. it actually a turn-based strategy game which add some NSFW element ( my god, tried to find some unit object on Unity website, but never can find anything.).
May be I will recruit you to made me some 3d asset in the future. I don't think can recruit with high price, but you can made these 3d asset in freetime as long you want, because I don't need it right now.
Or may be I will donate you for the answer my question. Have many thing in game develop which is strange to me. ^^' Exp: google until now, I still can't understand what is different between Grid and Template. I am finding if it exist any kind of basic gameplay editor which I just need to change the background, skin and unit's movement, atk, def,... However, Game development is too huge for the newbie like me. --'
https://www.unrealengine.com/marketplace/en-US/product/turn-based-strategy-grids
https://www.unrealengine.com/marketplace/en-US/product/turn-based-jrpg-template
No matter what, good luck. I tired with American Game already.
Oh, I misunderstood, I thought you have worked on that game. Ok, no problems, that's fine!
Again, thanks for the compliments.
About multiplayer, I did not plan to have multiplayer, initially, however, after thinking a lot with myself, I realized that I need to add something on my game, that will let people enjoy it for more time.
Me, whenever playing games, I play the game just one time, after I go and beat all the missions, I dont play the game again (single player).
However, as for multiplayer, player can play on the same maps for hours, days, weeks, and months!
So that's a fatal point on my game, the selling point, split screen multiplayer with many game modes, which will allow people to enjoy my game more. In other words, multiplayer will increase the replay value of my game.
Stay connected, soon I will showcase here some new updates.
Fursan al-Aqsa - Enemies AI Update
https://www.indiedb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/v...
This video shows the updated enemies AI in action, alongside the preview of a very fun new game mode: "Blow Them Up"
Let's frag!
In the next post I will reveal the tech detail of this new AI system I created using Kismet, the Visual Programming Language of Unreal Engine 3.
Cheers!
Fursan al-Aqsa Dev Blog #8 - Enhanced Artificial Intelligence for Enemies
In this article I discuss the technical details of how I created various AI algorithms for my game entirely in Kismet, the Visual Programming Language of Unreal Engine 3.
https://www.indiedb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/n...
#FursanAlaqsaGame meets @MortalKombat!
Can you guess what I am planning next to my game?
Cheers!
#Blood #KnifeKills #FinishHim #FlawlessVictory #Fatality
Say the truth, the story which you introduce in the campaign is...boring.
With this story, we need to make the player feel how terrible the normal Palestine can feel from their situation. But I still not want to kick-ass anyone after read your story. You aren't good storyteller. I can see it.
That is why I think you now should focus in Multiplayer mode. When your game got enough attention and support of everyone. May be you will get a good storyteller for your campaign. Good luck.
------------------
By the way, I have some question:
You made your characters' animation by yourself, don't have the help of Motion Actors, right?
https://www.youtube.com/watch?v=95DwsX15rkA
But how can you make these animation without Motion Actors, and made it look real. Isn't it very difficult???
https://www.youtube.com/watch?v=ekesuNJsYJA
Hello @Gunz
For the complete history of the game protagonist, please take a look at the history trailer:
https://www.indiedb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/v...
I know I am not the best history teller, but I think that the game's history is enough to just make the player understand why the protagonist is killing Israeli Soldiers.
I want to focus on the gameplay rather than narrative. Creating compelling narrative for games can be a VERY HARD task.
About the multiplayer, yes, I know the importance it has and because this I am creating some fun game modes for people enjoy in local multiplayer with split screen, just like the golden era of N64 and Playstation 1.
About the animations, I used purchased mocap files (True Bones, MegaMocap, TurboSquid,...) but I did manually edit one by one (Autodesk MotionBuilder) to fit on my characters rig (skeleton), which is the Unreal Tournament 3 Skeleton.
Just some few animations which I could not find the way I wanted, I did manually capture with a xbox360 kinect camera. But this is a hell hard to edit because the capture comes with thousands of bugs. Because this I did mocap only for some few animations, the marjority are purchased motion capture files.
Thanks for the interest on my game.
Cheers!
Hello guys! Just want to show off here something cool I created. A cool HeadShots Counter for the Special Ops Mode.
The basic tech behind it is very simple.
On the UnrealScript Class that control the enemy behaviour, I created a boolean variable called HeadShot. Then on the TakeDamage Event of the enemy UnrealScript Class I created a small function to detect which bone of the skeleton was hit by the weapon projectile (in case Head and Neck Bones).
So whenever the weapon projectile hits the Head or Neck Bones, the boolean variable HeadShot is set to true (it begins the code as false).
And then on Kismet there is a node which can read object properties (variables). So I simply added this node to read the variable HeadShot value, and if its true, I made increment in 1 another variable (kismet variable) which is the HeadShot Counter. So that means, each time the player shoots the head of the enemy. the HeadShot Counter will increment in one, so the player performs 3 headhsots on the enemy, the HeadShotCounter will be 3.
Next step is add another counter to count total number of enemies on map. It begins by counting all enemies an add them to an array, and then add an event (Enemy Death), and each time this even occurs, one enemy will be removed fromt the array (ObjectList). So whenever this array becomes empty, that means we killed all enemyes. And after killing all the enemies, then we go there and check for the value of HeadShotsCounter variable. If I want the player to perform at least 10 HeadShots, I need to check if this variable is >= (bigger or equal) than 10. If yes, then the mission is accomplished. If it is < (less) than 10, then mission failed.
It's that simple!
Cheers!
Simple....
I now still read how to use Bluesprint on Youtube. And I don't understand anything. T T
I just want to creat the game which mix better 2d scrolling game and Turn Base Strategy. And I still stuck in there. T T
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I'm sorry. One two more questions ^^:
-where can we buy mocap files (True Bones, MegaMocap, TurboSquid,...) ???
- What is the PC you are using to made this game?
Thank you.
Hello my friend.
Here you can purchase some cool MOCAP animations:
https://truebones.com/store
https://www.turbosquid.com/Search/Motion-Capture
http://www.charactermotion.com/products/powermoves/megamocap/
This is my old but survivor PC (I already burn 2 video cards, now I am on the third):
https://www.asus.com/ROG-Republic-Of-Gamers/ROG-G51Jx/
In this small video I show some cool and custom pickup items I created for the #Multiplayer mode, in the best style of #RetroFPS and Classic #FPSGames like @Quake and @DOOM. Also you can see the finished HUD for Multiplayer.
https://www.indiedb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/v...
total suprise that you have to made your game with that PC.
No matter what you did, it is great because you tried your best to make it. Good luck.
Thanks my friend for the compliments.
So long as the pc can run the software needed to develop the game, it doesn't matter if the PC is the most advanced and powerfull machine. So long as you have the skills you can create a great game with even a shitty pc.
Cheers!
Fursan al-Aqsa Episode 0 Weapons
Video: http://tiny.cc/mrnbkz
Fursan al-Aqsa Dev Blog #9 - Making-Off Weapons and Projectile Physics
In this article I discuss the technical details of how I created the weapons of my game, and how I did the physics simulations for the projectiles using Unreal Script.
https://www.indiedb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/f...
keep your best.
It cost me four weeks. And now I understand a little about Blueprint and 2d scroller game.
Wonder if it exists any tutorial or books for the newbies like me on Internet.
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Hey. Are you living in Brazil now? Are you working fulltime with your game? Or you actually is the employee of another studio? ^^'
Hello man. Congratulations, I think UE4 is easier to learn now than UE3, because the UE3 tutorials almost dont exist anymore.
Yeah, I live in Brazil, all my life lived here with my family. I work as web designer, I earn my living from this work, so I can't work yet full time in game development.
However, if Allah (God) permits me to earn a good profit from my game, I will yes work fulltime on game development, and always focus on develop small games, with a lot of fun gameplay and release the game into episodes, so this way I will be able to earn some profit and people will be able to enjoy the games faster, not wait like 1 or 2 years to play another game of mine.
Cheers and best regards!
Do you best. Feel honour because you tried it no matter it will fail or success.
I'm different to you. I trying to study Blueprint just to creat my idea porn game. I tried to find anyone on Patreon who is making some porn game which similar to my idea. No one really made something like it. That is why I have to try by myself. Not because of money, just because of my interest.
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actually, if you have the coding skill, I think you will earn money more easier by making some porn games. Coding is the most difficult part of the game ( follow my imagination). You actually can find and buy some beautiful 3D models which cheap price. But coding isn't easy.
Good luck with your project man! Even though I don't like the idea of creating porn games, first because of my religion, Islam, is strictily forbidden promote porn in any way, and second, I myself can't imagine how a porn game could be fun in any way (I still prefer having marital relations with my wife than doing virtually :D)
Cheers my friend, and good luck!
Hello guys.
I know there are almost two weeks without any updates, but be sure I am working, and VERY HARD to finish and release the first episode untill the end of this month.
However, because I have published about my game on almost 100 sites, which I need to keep updated, I only publish whenever I have some significant updates.
But here on twitter (https://twitter.com/UdkUltimate) and also on IndieDB (https://www.indiedb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque) I always post at least a new screenshot of some feature I am developing/improving.
From since my last update about the Weapons, I have done basically two things.
I created a new custom AI Class especially for knife kills game mode. Now you can approach the enemy from behind without being spotted, however, if you touch the enemy, or stay a long time behind him, he will realize it and shoot at you. This was done mixing Kismet (the Blueprints of UE3) with UnrealScript. I even created a custom field of view to the enemy using a trigger volume.
[IMG]https://media.indiedb.com/images/games/1/73/72158/Stealth_4.png[/IMG]
[IMG]https://media.indiedb.com/images/games/1/73/72158/Stealth_3.png[/IMG]
[IMG]https://media.indiedb.com/images/games/1/73/72158/Stealth_2.png[/IMG]
[IMG]https://media.indiedb.com/images/games/1/73/72158/Stealth_1.png[/IMG]
Also, I am remaking the Knife Kills System, with updated character animations and a brand new camera animation, on the best Mortal Kombat X style. It even has the X-Ray effect!
[IMG]https://media.indiedb.com/images/games/1/73/72158/Knife_Kills_Update.1.p...
I was thinking on releasing those test maps (with blue/white checkboard) from since last week, for people test the game, however, I think that these don't reflect the final game quality and may even harm this project.
As I said before, I will ask a very small value (something like U$ 2.00) for each episode, because I am in strong need to earn some profit (my financial conditions are very bad at the moment). So it's for that reason that I prefeer release each episode on it's complete state, with fully textured maps, animations, mission objectives, and so on, for making this game worth the price. I know that even for a small price like this, people want a complete product, a fully working game, not just a "developer" bugged version of the game.
I hope you all understand the reason why I delayed a while the release of this game.
Thanks guys for all this support and interest on my game.
Cheers and until next update!
#FursanAlaqsaGame - Updated Knife Kills System - WIP (Work in Progress)
Now it's more Bloody, Gory, Cruel.
It's more @MortalKombat #Fatality #NoMercy #FinishHim
https://www.indiedb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/v...
Hello guys,
Some new updates here, I hope you all enjoy.
Fursan al-Aqsa Episode 1 Coming in May 10th 2020!
Fursan al-Aqsa - Blades of Revenge Trailer
You, Brave Hero!
Get your knife and seek your revenge... The blood of the oppressed is calling you...
Join the Resistance!
Watch the trailer:
https://www.indiedb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/v...
Finaly accomplished another task of the roadmap towards the release of #FursanAlaqsaGame. I did remake the game's menu, and I am very proud of the results. This was done in Scaleform (Adobe Flash CS4) and 3dsmax, the code behind it is ActionScript (Flash) and Unreal Script (UE3). I hope you like it.
https://www.indiedb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/v...
Before going to the last step of my dev workflow (finishing the campaign maps), I just wanted to assure that everything which I have done until now, especially the latest game updates, work flawlessly on consoles (Xbox360 and PS3). Here you can see the Weapons Showcase Testmap running flawlessly and smoothly on my RGH Xbox360.
* Sorry for the video quality, as I am using an Easy Crap lol!
https://www.indiedb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/v...
Here is the game running on PS3 HEN (3.0.1):
https://www.indiedb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/v...
Hello there! New update here.
https://www.indiedb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/v...
On this video I show off the finished UI (User Interface) of Fursan al-Aqsa, including a basic options menu, pause menu, and a very beautifull "Game Over" screen.
The UI Design was created in 3dsmax + Photoshop + Scaleform (Flash CS4).
The programming was done in Action Script 2.0 + Unreal Script.
I always try to make things as simple as possible. I always like to begin over a working framework instead of doing from scratch.
In the case of my game's UI, I opted to use the default UDK Engine Scaleform (Flash) UI, which came and works outside the box, however, I did customize it a lot, to give my own artistic touch.
The Scaleform framework is a very advanced UI solution by Autodesk, and it was used on many blockbuster games like Grand Theft Auto V and Borderlands 3
GTA V Options menu (done with Scaleform)
Bordelands 3 Complete HUD (done with Scaleform)
About the Options Menu, because my game runs smoothly even on the most modest of PC's (ignore the video lag, it's because bandicam capture software uses a lot of my PC's CPU and Memory), I decided to don't add options to reduce the game's graphical quality (model detail and texture size). I made it on the highest quality my PC can handle (also PS3/XBOX360). So the game run using the full quality of the assets (models and textures).
About Video Resolution, as I wanted a standard framework between PC and Consoles, I decided to add only 2 Resolutions Options, which are 720p (1280x720) and 1080p (1920x1080), as both resolutions are supported on PS3 and Xbox360. Anyway, is very easy to manually change the resolution to any value by just editing the ini files (I will include a README), however, the minimum resolution for the game is 720p and all my UI Assets are in 1080p, so that means, if you run the game in 4K, in example, the UI may look blury, and on a resolution lower than 720p, the UI will be stretched. Sorry for this, but UDK/UE3 don't support responsive UI Layout. I think UE4 supports because you can create UI in HTML5.
About Audio Options, I was not able to add a volume slider control (it was going to be VERY HARD and troublesome), however, I have done something more simple, which works and has a purpose. Many people who don't understand Arabic, want to have an option to turn off the game's nasheeds (arabic musics), letting only the sound effects (many claimed that this way the game would look more realistic). So I added this option, a simple button to turn off and on the game's music, letting only the SFX playing. I have done a lot of testing, and even with music on, you will be able to hear all Sound Effects arround you, as I setup the music volume on a very low level, enough for those who want enjoy listening the music, without making it overcome the Sound Effects volume.
About Control Configuration, as my game's campaign mode will have many scripted sequences with specific keys assigned, I decided to don't allow changing the control's scheme (anyway, you can also manually change it only on PC by editting the ini files).
Whenever you pause the game, you will see the control's scheme. Also, something very cool, is that my game is 100% compatible with Xbox360 Controller (I think even XboxOne because it uses the XInput protocol). Just plug and play. Also, you can use ANY Gamepad (I am using Nykko Airflo) through a Xbox360 Controller Emulator (I will include it with my game). And the pause menu detects what input you are using to show you the controller configuration scheme. If you are playing on PC with a Keyboard and Mouse, you will see PC Keyboard Controller Scheme. If you are playing on PC with a Xbox360 Controller, it will show you the Xbox360 Controller Scheme. And if you are playing on Consoles (PS3 or Xbox360), it will show the console's controller scheme (Playstation 3 Controller and Xbox360 Controller).
I hope you all enjoy it (as I am very happy with the results).
Cheers and until next update!
Now I am working on a new map for my game, based on Camp Filon, an Israeli Military Base located on the Golan Heights on the Syrian Border. This is not a replication of the real place, because I am using many Marketplaces Assets (models and textures purchased from sites like Turbosquid, Unity Assets Store, Unreal Engine Marketplace, and so on) to build this map. However, I am trying my best to make these maps have at least a similarity with the real locations.
This mission will be on the best Metal Gear style, you need to invade the enemy base at night, eliminate them without being spotted. I am also doing uniform (cloth) variations for the game's protagonist, Ahmad al-Ghazzawi, just to fit the mission. For this mission, the player will be wearing a black uniform to be like a shadow on the darkness, to be a trully nightmare for his enemies. It's just a comestic thing, but I think it adds that extra degree of polishment to my game (soon I will showcase).
sorry for later comment. I miss the forum too long.
I'm trying to study coding in Game Maker and Unreal Engine. It isn't easy at all. The most difficult part is I don't know coding, while it is very difficult to find any ebook, tutorial which teaches someone like me. They just keep tying and typing, but I don't understand why they are tying like that.
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I always think about the perfect FPS gameplay which explains about Guerrilla warfare. They Westerners created very many games about Guerrilla or anti-guerrilla. However, they failed. Just look at these FPS games about Vietnam War. They just use the same gameplay as any other WW2 game, and that gameplay doesn't fix with guerrilla warfare like Vietnam at all ( look very boring). And I think Homefront is a very stupid game, where a militia fights better than a group of elite soldiers ( his enemies).
But although I know have something wrong with the gameplay of the Guerrilla FPS game, I still can't imagine how the "good" FPS game like that should be.
Hello mate.
I understand you, however, with Unreal Engine 4 there is the Blueprint System, which is kinda visual programming tool that allow an entire game be developed without touching one line of code. But you need sometime to learn it until being able to use all its power.
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