Posts Tagged ‘UDK’

Can’t Touch This: Resident Evil 2 Remade In UDK

Resident Evil 2 was my favourite of the early Resi games. Sure, its predecessor was the more iconic, and Resident Evil 2 contains not even one Barry Burton or sleeveless vest jacket, but Resident Evil 2 was my Resident Evil. Until Resident Evil 4, of course.

So here’s something very neat indeed! A fellow Resi 2 fan, Rod Lima, has seen fit to import the game’s assets into the Unreal Development Kit and recreate the game – purely as an educational project to assist in his learning the UDK ropes. So no, you can’t play it.

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Man With A Moody Camera: Paranormal

I’ve been festooning RPS Towers with cobwebs and butchers’ leavings ever since the announcement of A Machine For Pigs, hoping the decor wouldn’t be out of place in a 2012 bursting at the fleshy seams with the grim and the gruesome. After Anna I was left with a hankering for some haunted house horrors and Paranormal looked to be just what the psychologist accidentally ordered. Built in the UDK, Matt Dementous’ project is a ‘dynamic haunting simulator’ that plays out like a rather more active version of Paranormal Activity. You wake, you wander, you film, you scream, you…go back to bed. There’s a downloadable beta, although only certain backers of the Kickstarter can play the latest versions.

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State Of Xen: A Story About My Uncle

'Say 'uncle!' 'Uncle.' Oh, that was disappointingly brief.'

Ooh, what’s this in my wheezing inbox? Why, it’s a free first-person platformer from Sweden, made in the Unreal Development Kit, promising fun with a grappling hook within a dramatic, otherwordly landscape. I like it already. I liked A Story About My Uncle even more once I’d played it.
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Sined, Sealed, Delivered: Waves Released

Someone in the middle of that, I'm most likely about to die

UDK-powered twin-stick shooter Waves is now available for purchase. I played it at the Eurogamer Expo and had a grand old time even though I clearly need plenty of practice to even scrape the bottom of any kind of leaderboards. There are a variety of game modes, one of which you can try in the demo, and the colourful chaos is somehow balanced while unpredictable. It’s also quite spectacular to behold. Buy DRM-free direct from the developer for £5.94, or from Gamersgate with a current discount of 15% to £5.91. Will be on Steam by 6PM GMT but buying direct supplies a Steam code anyhow so that would seem the ideal option.

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A Sine Of The Times: Waves

Geometry is never at peace.
It’s interesting to see how much one man can do with an engine like UDK. Rob Hale has taken a while to get his twin-stick shooter Waves into a shape that he’s happy with, but the end of the road is close now, and I think it’s actually one of the more interesting UDK projects out there. You can see it in action below. It’ll also be making an appearance at the Eurogamer Expo later this month. The game should be out later this year.
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California Scüba Alles: Depth GDC Trailer

This is a shark attack. This is a shark attack. This is! Shark Attack!

Holy shit! So, when I first posted about multiplayer indie title Depth back in October I found the concept of divers vs. sharks exciting, but I wasn’t expecting all that much from the game itself. It’s difficult, bringing an entirely new concept to life like that. But RPS stalwart Phill Cameron just pointed me towards the new GDC game footage, and this game looks incredible.

Enough talk! Hold you breath, plunge into the frigid waters below and take a look for yourself.
*sploosh* >>

Da Doo Tron Ron: Sp.A.I

As everyone clever knows, 2003’s Tron 2.0 was an imperfect shooter stuffed to the neon gills with thoughtful design – both thematically and visually. As current shooters hunt for ever-more shades of brown, it is only proper to hang our heads and think of where we might be today had Tron 2.0 taken off.

We’ll never know. But we can at least play free Unreal 3-based hacking/shooting game Sp.A.I.
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A Unclean Slate: White


This is a lovely, simple, violent, artistic idea, fairly well executed. White is a thing of horrible cuteness made by students at students at ENJIM, a French design school. Essentially, it’s an FPS set on a blank canvas. Patrolling this canvas are various little bug dudes who waddle about, getting into staring contests with each other and warbling to vague tunes. You are a shooter chap armed with a series of weapons, including a gravity gun for moving the little blighters around. Each weapon has a different effect on the bugs, which bleed their colour on to the canvas when maimed. A shotgun turns them into a splat, a machinegun will send them running, while bleeding out a trail of their colour, and the grenade thing just splatters them everywhere… You get the idea. As you kill, you draw. Hit Esc and you can see what you have drawn with the paint-gore of your victims. I suppose I should have drawn the RPS logo, but I will leave that to someone with more time, and less sense.

Oh, and my 360 pad messed with the keyboard controls. Stupid thing. Trailer below. (It’s free to play, too.)
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FORE! Cover Your Heads, It’s Golf War

Albatross.

In another part of my life I write these rules. One of the rules – in fact, the one that inspired them all – goes as follows:

“If you think of an excellent punning name for a shop or business, you must quit your job there and then, and begin that enterprise immediately.”

It was inspired by finding this sign, which can only have been a result of someone knowing the rule to be true. The thing is, I’m not sure this rule applies to videogames.

Golf War is a good pun, but a horrible idea for a game.

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Big Fish, Little Fish, Valuable Box: Depth

'Hi.' 'Hey.'

I guess John was a bit down on Medal of Honuur. Nevermind! Here’s a first personly experience RPS can get behind.

Under development by a bagful of ex-modders and level designers, Depth is an asymmetrical multiplayer game that recreates the timeless struggle twixst man and shark. One team controls speargun-equipped divers, and has to recover a priceless artifact and take it back to their ship. The other team controls sharks, and must eat them. The shark players also can’t see very well, but can detect motion, and can smell blood from miles away. Ooh, and there’ll be classes, too. Big shark, perhaps? Skinny shark. Fast shark! Hungry hungry shark. But enough of my wild conjecture. A trailer released back in August is after the jump.
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FPS Terminator Alpha Demo


The Gears of War mod team who were trying to make a Terminator shooter have switched their efforts over to UDK, and the results are pretty fancy. You can check out their video, below, or actually go and play the thing by grabbing it from their Moddb page. I’ve not had a chance to look at it yet (Alien Swarm to play) but you won’t need UDK installed to make it work, so why am I mentioning it? A mystery. Also there are some fiddles in the install instructions, so pay attention.
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We Are The Physics: The Physics Dance


Time for a relaxing, beautiful UDK-video of hundreds of blocks swirling magnificently to the music? I think so. I love how this stuff looks, and what it hints towards. Also, I’m reminded of a presentation at World of Love, where Eskil Steenberg is showing his automated texture-jigsaw explosion thing, where the model just comes apart into a flat shape for easy texturing. It was such a striking visual, I thought that there has to be a way of using that in game – either stuff exploding out of walls from that flat state, to bloody transformers. Anyway – video!
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Opposites Attract: Maglev

In space no-one can hear you take your lover on a romantic trip to the city by the Seine.

More UDKosity! Maglev is a capstone project for students at Guildhall SMU, and is a short comedy puzzle game about a robot with a love for a toaster – and toast, understandably – and some troublesome french-bots. Which is all style. The meat is its puzzle mechanics, based around the two forms of magnetism – red and blue [Are you sure about this? – Science Ed]. Use the red field and you’re attracted to red and repelled from blue. Use the other, and the opposite happens. Also works for coloured energy beams, leading to entertaining destruction by beaming electricity arcs at your foes. It’s like being a hypercute magneto for 20 minutes, basically. Its influences are a little obvious, perhaps – Portal, Wall-E, South Park and Monty Python – but they’re all good influences, they pull it together into something with its own charm. And I’ll forgive a lot for the wonderful surrealism of an Eiffel Tower floating in orbit. The only problem is that the game’s only on rapidshare, in two .rar’s you’ll have to download separately. Still, if that sounds like too much effort, I recommend the trailer.

EDIT: Alternatively, you can find it on Guildhall’s site for a direct download.
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The Eye-ful Tower Defence: Sanctum

You stay away from my tower, you basts.

There’s increasing amounts of interesting UDK stuff trickling out. I haven’t had a shot at this, but it’s conceptually pure enough to appeal. Sanctum is another mod-turned-stand-alone, and it’s basically a tower-defence game in first person. This immediately makes me think of the late 90s wave of action/strategy games, which of course makes me somewhat fuzzy and nostalgic, before that warm feeling gets crushed with a crushing sense of age, obsolescence and ever-encroaching death. You can download it from here, follow its development here and watch its trailer below…
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Hyperbolic Space-Biff: AFF Planetstorm


That’s Angels Fall First: Planetstorm, to give it is full overwrought title. This was an enormously ambitious UT3 mod that came third in MakeSomethingUnreal, and is now being coverted over to UDK for possible indie release. Comrade Rob Hale noted that there’s a demo (with bot support) up over at the UDK showcase, and it’s quite the showcase: fighters attacking enormous capital ships on one level, and an infantry-led vehicular assault on the other. AFFP is a combat game that encompasses space combat and ground warfare, complete with a range of sci-fi military hardware, ship-boarding assaults, and vehicular spectacle. I’ve had a bit of a play with the demo and you can see that the game remains a work in progress – plenty of rough edges – but also that it’s one of those games that is just aiming for the stars. Perhaps, with a bit of support, they’ll get there. Worth a download if you want to investigate what they’re up to, anyway. (Most recent trailer below.)
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Sequential Art Project: Fear Agent “Game”

C'mon, Students. Casanova the game next.

Seeing this on Ifanboy lead to a yelp of surprise and swiftly downloading it. It’s a UDK-powered final project by Game Design students in Illinois, which transfers Rick Remender and Tony Moore’s splendid Fear Agent sci-fi comic into the world of games. Albeit briefly. It’s a sort of micro-slice of game, forming a brief adventure complete with cut-scenes, with a single action set-piece. Go and have a nose at the gore after wandering around a bit to set it off. It’s 400Mb, and I would say of primary interest of those who either want to see what amateurs are doing with UDK or simply want to see Fear Agent in game form. Get it from here, assuming it doesn’t fall over. I suspect most other people will be satisfied with the video which follows…
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No Programmer No Problem:Artist-Only Games

The current trend towards big middleware developers giving their engines away for free is only going to yield great things. With the intimidating financial up-frontery removed, people with wonderful ideas, a ton of untapped talent and no money will be able to create and publish games made in the likes of Unreal 3 and Unity; no doubt we’ll be posting about many such projects here over the months and years to come.

Here’s an interesting curveball, though: what if someone who isn’t a game developer is let loose on tools this powerful? Sjoerd “Hourences” De Jong, better known as the guy behind the splendid Unreal 3 mod (and soon to become commercial and standalone) The Ball, has been leading a Unreal Development Kit course at Stockholm’s fascinating FutureGames Academy. The course lasted six weeks, all-in: three of tuition, and three spent creating games. The clincher? None of the students had any game design experience. Moreover, no programmers were allowed – only designers and artists. They couldn’t possibly make a game on their own, could they? They bloody well could. Several, in fact.
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