#31. Posted:
nidalnijm
  • Christmas!
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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 (twitter.com/UdkUltimate) and also on IndieDB (indiedb.com/games/fursan-al-aqsa-...qsa-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.

https://media.indiedb.com/images/games/1/73/72158/Stealth_4.png

https://media.indiedb.com/images/games/1/73/72158/Stealth_3.png

https://media.indiedb.com/images/games/1/73/72158/Stealth_2.png

https://media.indiedb.com/images/games/1/73/72158/Stealth_1.png

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!

https://media.indiedb.com/images/games/1/73/72158/Knife_Kills_Update.1.png

Cheers and until next update!
#32. Posted:
nidalnijm
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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!
#33. Posted:
nidalnijm
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#FursanAlaqsaGame - Updated Knife Kills System - WIP (Work in Progress)

Now it's more Bloody, Gory, Cruel.

It's more @MortalKombat #Fatality #NoMercy #FinishHim

indiedb.com/games/fursan-al-aqsa-...n-progress
#34. Posted:
Psyche
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No way this is actually a game. Im confused
#35. Posted:
nidalnijm
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Hello mate.

Yeah, this is a game, however I am showing off all the steps of the development of my game.

You can find on IndieDB a complete gameplay video of the game, not just these development videos.

Cheers!
#36. Posted:
nidalnijm
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@Kobyn: Thanks man for the interest on my game. Yes, very soon you all be able to play my game, Insha Allah (God's willing)

Hello guys,

Some new updates here, I hope you all enjoy.

Fursan al-Aqsa Episode 1 Coming in May 10th 2020!

https://media.indiedb.com/images/games/1/73/72158/Fursan_al-Aqsa_-_Release_Date_Announcement_Final_-_EN.1.png

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:
indiedb.com/games/fursan-al-aqsa-...ge-trailer

https://media.indiedb.com/images/games/1/73/72158/Fursan_al-Aqsa_-_Stab_them_with_a_Knife_Final_EN.png


Last edited by nidalnijm ; edited 1 time in total
#37. Posted:
nidalnijm
  • Summer 2021
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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.

indiedb.com/games/fursan-al-aqsa-...dated-menu
#38. Posted:
nidalnijm
  • Summer 2021
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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!

indiedb.com/games/fursan-al-aqsa-...e-xbox3601

https://media.indiedb.com/images/games/1/73/72158/24-_Fursan_al-Aqsa_Weapons_Showcase_Xbox360.png
#39. Posted:
nidalnijm
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#40. Posted:
nidalnijm
  • Christmas!
Status: Offline
Joined: Nov 17, 20159Year Member
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Fursan al-Aqsa Dev Blog #10 - Updated UI - Scaleform Showcase

https://media.indiedb.com/images/games/1/73/72158/26-_Fursan_al-Aqsa_-_Updated_UI.png

Hello there! New update here.

indiedb.com/games/fursan-al-aqsa-...updated-ui

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

https://i.ytimg.com/vi/PbALAkDqLlE/maxresdefault.jpg
GTA V Options menu (done with Scaleform)

https://i.ytimg.com/vi/mX2feEueRWo/maxresdefault.jpg
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!
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