Ready to face the consequences?

It’s been one hell of a year and since we haven’t posted on here for a long time, we thought it would be a great time to post something interesting.  We have some artwork to show you guys of the antagonists of Dire Consequences.  This is quite exciting and a lot of time and effort has been put into these images.  There are a couple of work in progress pictures, however it is all confirmed that these antagonists will be in the game!

DC Promo

A massive big shout out and pat on the back to Gabi and Nicole who have been working really hard alongside the design team to make these characters truly awesome!

To find the blog post CEO and Lead Designer, Chris Ledger wrote for the Train2Game Blog, then click here!

 

Fashionably late to the (enemy) party!

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Finally! Better late than never! Look who just arrived to the party!

This guy is rigged and skinned and just about ready to roll. He’s gonna be going in the engine ASAP, I can tell you that for sure! You’ve probably noticed that the Undead Mage is looking a bit different from the concept. We struggled with cloth and APEX, we’re not gonna lie about that, so he’s being set up the “old school” way.

We will get around to doing proper cloth in the future, in fact some of the models will get an overhaul turning their cloth into true cloth (eventually!).

This guy will be chucking spells all over the shop, hit with stick might be the best course of action against this guy…that’s if you can reach the damn thing!

A great day to be a UE4 developer!

Not only have we managed to get Coherent UI starting to work in UE4, we’ve also come across this little gem!  The art team at Maximo have released a package of pre made animations for UE4 on the UE4 marketplace!  Go check it out, the article is here:  http://blog.mixamo.com/get-mixamos-new-free-pack-in-the-unreal-engine-4-marketplace!

Coherent UI! Wow!

One for the designers, devs and artists!

To any UE4 users out there, if you are looking for a decent 3rd party UI tool, check out Coherent Labs‘s beautiful UI plugin “Coherent UI”. There are videos on how to install and get it set up in your own project, you can request a trial of it as well. You can also get it for Unity.

http://coherent-labs.com/

Add Coherent to an existing project (Blueprint friendly): https://www.youtube.com/watch?v=eA0lvmSmUeI#t=25

PS: Please show these guys some love, they deserve the support!

Pause menu! Ta da!

We now have a pause menu!  It’s simple but effective!  Still some issues with it but it does its basic job, which is pausing the game!

paused

Courtyard is improving! Check this out!

Got the Monday blues? Maybe we can help you overcome that by showing you some progress with our Courtyard level in Dire Consequences.

Our modeller, Max, has been very busy creating some static meshes and a few other bits for the courtyard level. It’s starting to shape up really nicely.  He’s really putting a lot of love and attention in this, which we are confident that it will yield the best results!  You’ll also notice that the lighting has improved a fair bit as well. We just need to sort the lighting around the ramparts to get the atmosphere just right!

Take a look at a before and after picture of Courtyard (darker image=old, brighter image=new).  Remember it’s still a work in progress but you’ll be able to play this level (with all its fixes) at the start of next month!

 dark screenshot
Before

 

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After

 

We’re about to test cloth physics!

We had one hell of a storm here at Derp HQ. Then again, I think a lot of people round the UK encountered it! Speaking of storms, we know this guy will definitely be hurling more than just lightning! We’ve been experimenting with a bit of physics and how to make cloth. So far so good for our first attempt.

I have a feeling that this will be highly amusing to balance these physics!  We will definitely post up some bloopers as they are always amusing!  In fact we might have a few from the original game to post at some point!

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Undead Mage is becoming….Undead?

We have some more progress in regards to the Undead Mage!  Our artist Michael has been hard at work making this thing look pretty creepy.  However this is still a WIP, BUT everyone at Derp Studios is excited about seeing this nasty pasty come to life and summon a spell storm players won’t forget!

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New enemy announced for Dire Consequences!

It’s Friday! Which also means that the weekend is close!  To celebrate we thought we would show off the next enemy to be brought into the world of Dire Consequences!

This is the Undead Mage, which will accompany the Undead Knight! (Click to enlarge!)
undead mage2
This piece was drawn by our character modeller and animator, Michael!

 

Known bugs in Dire Consequences and Solutions

It’s only been a day and we’ve encountered issues already!  #gamedevproblems

Below is a list of known issues in Dire Consequences:

  • Ramparts have no collision
  • Level is too dark due to static lighting
  • Lighting switches off outside of peripheral view
  • Missing MSVCP120.dll upon running the game

In the next build, those issues will be rectified.  We appreciate your support and look forward to making this game the best it can be!

 

**MSVCP120.dll fix**

We do however have an external solution to the missing MSVCP120.dll file upon starting Dire Consequences.

If you are receiving the error message:  “The program can’t start because MSVCR100.dll is missing from your computer.  Try reinstalling the program to fix this problem.” then it is because of the Visual C++ re-distributable files.  You can download them here from the Microsoft website.

In the future we will be creating an installer which automatically installs these files.  We apologise for any inconvenience!