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Caffeine Demo v0.2 Change Log

Dylan here excited to reveal the additions that will be included in the next version of the Caffeine Demo which is being released this week. Caffeine Demo v0.2 Change Log Added: – New Wall Pylons. – New Dynamic Station Rotation (With Real-Time GI). – New Reception Area. – New Scares. – New Resolutions: 2560×1440, 2560×1600, 3200×1800, 3840×2160. – New Graphical Settings. Fixed: – Audio Log Volume. – Collision to corner wall segments. In addition I released a new video showing…

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Caffeine Unreal 4 Demo

Good afternoon everyone! I have been busy working away on Caffeine in preparation for a new Unreal 4 based demo! This demo will be released late this week and consists of a re-designed starting level based on the old Unreal 3 demo. The purpose of this release is to give a demonstration of the new Unreal 4 based visuals and better performance! Don’t forget to head over to the Caffeine IndieGoGo to support the game and grab yourself a copy…

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Caffeine Moves To Unreal 4

Good afternoon everyone! I am writing this quick post today to let you all know that with the release of Epic’s Unreal Engine 4 yesterday I am excited to announce that Caffeine is moving development over to the brand new engine! Now that the demo is feature complete and almost ready for release on Tuesday, I have begun porting all my asset library over to Unreal 4 and the results have been fantastic so far! Once the demo is released…

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More Demo Details

Hello all, Hope everyone is having a great week and is looking forward to the Caffeine demo release next week! I wanted to take some time to talk about the Demo some more and to shed some light on what I have been working on the past week. Demo Details The demo for Caffeine should be thought of as a proof of concept demonstration, yes it is short but the main goal of it is to give everyone a feel…

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Caffeine Update 5/03/14

Hello all! I know I have not updated much lately but the last week has been a little crazy. Articles First off there have been some fantastic articles written about Caffeine in the last week or so, including ones from Bloody Disgusting, Niche Gamer, Coffee Break Gaming, DSO Gaming, PC games Hardware, M3 Magazine, Realm of Gaming, Rely on Horror and the Teaser even made it all the way to Gametrailers! Development Development is still going strong, most of the level…

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Caffeine Update 13/02/14

Hey guys!, I would like to thank everyone who has added Caffeine to their watch lists and the abundance of people still sharing this page on Twitter. Today’s update is about three things random sounds, performance and menus. This week I have been laying out a simple structure to base the game on, this is why there aren’t many new areas this week since most of the work I have been doing is under the hood. First of all I…

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Creating A Simple Window With UDK

To start off I modelled some simple geometry created from two polygon cubes in Maya (you can use max too). Below are my two polygon objects within Maya, a window pane and  a simple wall with a window cut-out. Next I imported the two objects into UDK, then I created a material named window_pane. When setting up the material, set the blend mode to BLEND_Translucent. The basic set-up I have below is a simple transparent window material, all the variables…

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