Part 1 with some proper gameplay scenarios and a closer look at the overhauled arkham city suit: ua-cam.com/video/l3Hide9q12k/v-deo.html (was too long for a single video so I had to split it)
Too much, its been a hobby project I've worked on every now and then for like five years, though I've done the bulk of the actually usable gameplay code during the whole lockdown thing xD
I like the cape animations plus the camera movement when your gliding really immerses you into the gliding aspect plus the camera movement in combat is really nice cuz it focuses on the fast paced and flashiness of the hard hitting animations. Sick shit dude I would love to see more and hopefully this becomes a reality we can all be blessed to experience cheers ✌️
Hey, idk if anyone realizes this outside of just the batarang, but when you’re doing stealth and hiding crouched behind a corner, you can use almost all of your gadgets while crouching behind a corner. Line launcher, batclaw, disruptor, electric gun, smoke pellet, all that stuff. I use that feature a lot and just wanna make sure that you don’t forget to add that. It’s been a thing since Arkham City and I love it.
Damn! I love the improved cape physics, animation and texture. It feels like an actual cloth! When you punch a guy in combat they seem like they're actually taking the impact! (though It's kinda buggy but still cool). Already it's almost better than the original Rocksteady Arkham games! Never stop, keep working with passion. I hope to play this one day when it's finished. 😋❤️
Like with all of your works, I think this looks really good! There’s just one thing I’m missing from a design perspective; camera shake for the fights. In all the movement it can be hard to make out if you actually hit an enemy, since the sounds sometimes are just not enough imo. Probably something you would have done when polishing sometime later anyway, but that’s just something I noticed.
I miss the arkham series so much, i wish we gotten another batman game instead of the crap that is gotham knights, also i like how you made the movements here more realistic.
How the hell did you even achieve this my dude?! Looks amazing.. I'm boggled how you were able to create the animations and stuff.. Do you just borrow them from other games and implement them into this engine? Looks like an actual Batman game that could be made right now haha great work man 👌
Check the FAQ, most of the animations are from the original games, just converted, at times modified, with new and/or fixed cape animations and with the occasional new or unused animation sprinkled into the mix
Also btw, you could make the explosive gel look better when ur spraying it on by zooming in the camera when u apply it, like in Arkham knight. Just a suggestion everything else looks really good😅
Hi I have a question for you, how long did this take to make in terms of remaking all the batman mechanics? Did you download any animations? Or was everything from scratch. Im only asking because I have it on a bucket list where I wanted to make a “Batman beyond Arkham-verse” game as a creative project for me, with all the iconic arkham mechanics.
I've explained that in the FAQ: rre36.com/blog/arkham-unreal-faq As for how long it took, this has been a somewhat irregular hobby project of mine since 2016
I hope you will get a good team and get sponcer so you can complete this game this game looks amazing it's like a new Arkham game its really good nice work
I don’t know if you’ll read this, but I’m taking associates in computer science and I want to ask what will it take if I want to do exactly what you’re doing with your project. Most of the programming classes I took were python language but I’m worried if that will be an issue since most games use C related language.
First and foremost time and experience, I started dabbling with unreal years ago and it took me some time to really know the ins and outs that allow me to do thing exactly as I plan and in the most optimal way. At that point I then redid the whole thing with that knowledge which is why there's been a strong boost in Gameplay quality if you compare this video with the ones from like 2020.
Ehi man i have a question, i working in a game like the arkham series, how i do to extract the root motion, and import t the software? Other whitch software use to convert the root motion? And how i do to install this? Thank you for attention AND GREAT WOR VERY NICE💪
If youre talking about my root motion system I got that covered in my blog, as for the actual conversion from the ol' biped rig to something unreal engine can use with root motion, I'm doing that through a crude and only semi-automatic but effective script for a third party python implementation in unreal based on this: github.com/20tab/UnrealEnginePython/blob/master/tutorials/FixingMixamoRootMotionWithPython.md
@@RRe36 Hi RRe36 I am here a little after the release of the video because I have a question, as you said that the solution of your grappling system is based on this ua-cam.com/video/F2-i7VcMnW0/v-deo.html you could explain to me how did you change the debug sphere in that crosshair thank you very much if you will answer me
I like what your doing with this a lot, although I have some critiques with this build. My first critique is the speed of the batclaw when launching yourself to a higher platform looks a bit slow. The smoke is killing the framerate when you go near it. The last thing I have to say is more of a nitpick but I honestly couldn't help myself from listing it sorry, but I feel when divebombing there should be a blur effect at the edges of the camera to emphasize the action. I'm sure this will be delt with in the future but so far this great
Regarding the performance of the smoke pellet, tbh I've _slightly_ overdone the amount of particles there, so thats why its hitting the framerate xD And the grapple speed is indeed slower than in knight, which I personally like though since it gives it a bit more weight rather than just zipping towards the target at an unreasonable speed. As for dive bomb vfx, I'm actually trying to keep the vfx down to a minium as opposed to what especially knight did (the latter felt like it was having way too much and too prominent vfx imho), so I'll see if i can work something out that fits with my overall visual theme.
@@RRe36 oh ok, I think it's best to list critiques and shed light on details like this so devs can know what may be appealing or not so they can can make the best finished product but thank you for answering the critiques I had
@@RRe36 Sometimes emphasizing on having too much effects could mess up the art style and dark/gritty tone of the game itself. I really want this to be inspired by Arkham series but drastically different in many good and thoughtful ways. And I like your thought process on game design and art style. Great job man. Just feel good thinking what you're about to accomplish; which a multimillion dollar company just failed to accomplish recently.
Read the FAQ under this video: ua-cam.com/video/69hADJ5wEb0/v-deo.html The point of this never was that "What if this game is made on UE4/5" trend that's going on lately.
Hi RRe36 I am here a little after the release of the video because I have a question, as you said that the solution of your grappling system is based on this ua-cam.com/video/F2-i7VcMnW0/v-deo.html you could explain to me how did you change the debug sphere in that crosshair thank you very much if you will answer me
docs.unrealengine.com/4.26/en-US/BlueprintAPI/Viewport/ProjectWorldLocationtoWidgetPosi-/ Unreal allows you to place a widget to match a world position with this conversion node.
Part 1 with some proper gameplay scenarios and a closer look at the overhauled arkham city suit: ua-cam.com/video/l3Hide9q12k/v-deo.html
(was too long for a single video so I had to split it)
I would like to see gameplay in other skins like the batfleck skin or (if u can) the ZSJL suit
Can’t wait to see ur Gotham design, make sure it looks more horrifying like asylum but still has civilians and cars like Gotham knights
The combat animations flow together very well. Maybe even better than the actual game!
I agree
How much time has this project required for you to make it?
Too much, its been a hobby project I've worked on every now and then for like five years, though I've done the bulk of the actually usable gameplay code during the whole lockdown thing xD
@@RRe36 great job so far
The suit details and the cape physics look amazing
This is what a next gen Arkham game needs to look like nice job
I like the cape animations plus the camera movement when your gliding really immerses you into the gliding aspect plus the camera movement in combat is really nice cuz it focuses on the fast paced and flashiness of the hard hitting animations. Sick shit dude I would love to see more and hopefully this becomes a reality we can all be blessed to experience cheers ✌️
The cape physics and gliding animation is way better than the game itself so very impressive 👏
Great job
The animations kinda remind me of Arkham city trailer the one with hugo strange
It looks so cinematic .
Hey, idk if anyone realizes this outside of just the batarang, but when you’re doing stealth and hiding crouched behind a corner, you can use almost all of your gadgets while crouching behind a corner. Line launcher, batclaw, disruptor, electric gun, smoke pellet, all that stuff. I use that feature a lot and just wanna make sure that you don’t forget to add that. It’s been a thing since Arkham City and I love it.
I used that a lot in knights stealth xD
Still gotta figure out how to do corner covers though.
This is really cool dude! Watching this really makes me want another Arkham game.
Nice stuff, always excited to see there's been an update! :D
God this is fantastic, i hope someday people get to play this cause this is amazing
Small detail but I love the way the camera moves when you glide. It makes it look more Cinematic
Damn! I love the improved cape physics, animation and texture. It feels like an actual cloth! When you punch a guy in combat they seem like they're actually taking the impact! (though It's kinda buggy but still cool). Already it's almost better than the original Rocksteady Arkham games! Never stop, keep working with passion. I hope to play this one day when it's finished. 😋❤️
realy love how the cape works
Like with all of your works, I think this looks really good! There’s just one thing I’m missing from a design perspective; camera shake for the fights. In all the movement it can be hard to make out if you actually hit an enemy, since the sounds sometimes are just not enough imo. Probably something you would have done when polishing sometime later anyway, but that’s just something I noticed.
Alfred: Excellent work as always sir!
The gliding is insanely sexy
I always thought the animations of Batman should be like Ghost of Tsushima. But great work here.
7:33 ayo? 👀👀
Man that cape ...badass job man
this looks amazing, you gonna do like a return to arkhan to pc or a totally different thing?
I miss the arkham series so much, i wish we gotten another batman game instead of the crap that is gotham knights, also i like how you made the movements here more realistic.
How the hell did you even achieve this my dude?! Looks amazing.. I'm boggled how you were able to create the animations and stuff.. Do you just borrow them from other games and implement them into this engine? Looks like an actual Batman game that could be made right now haha great work man 👌
Check the FAQ, most of the animations are from the original games, just converted, at times modified, with new and/or fixed cape animations and with the occasional new or unused animation sprinkled into the mix
0:08 🤣🤣🤣 riddler diddler
Still looking fresh!
It looks great I would definitely play it
I’m sorry are we not gonna talk about 2:25 ?
Awhhh man this would be so awesome to play !!!
Also btw, you could make the explosive gel look better when ur spraying it on by zooming in the camera when u apply it, like in Arkham knight. Just a suggestion everything else looks really good😅
I would love to see a bat man mobile game like that one
Warner contraten a este hombre , te kedo bien esta parte. makinon
Hi I have a question for you, how long did this take to make in terms of remaking all the batman mechanics? Did you download any animations? Or was everything from scratch. Im only asking because I have it on a bucket list where I wanted to make a “Batman beyond Arkham-verse” game as a creative project for me, with all the iconic arkham mechanics.
I've explained that in the FAQ: rre36.com/blog/arkham-unreal-faq
As for how long it took, this has been a somewhat irregular hobby project of mine since 2016
@@RRe36 jeez well I’ll definitely be looking into that🤣
I live for these videos
I hope you will get a good team and get sponcer so you can complete this game this game looks amazing it's like a new Arkham game its really good nice work
really amazing
What if they were smart enough to have @RRe36 design Gotham knights?
Anyone ever wanted a full fledged free run mechanic for Batman, like advanced parkour for when he doesn’t use the grappling hook or glide?
I don’t know if you’ll read this, but I’m taking associates in computer science and I want to ask what will it take if I want to do exactly what you’re doing with your project. Most of the programming classes I took were python language but I’m worried if that will be an issue since most games use C related language.
First and foremost time and experience, I started dabbling with unreal years ago and it took me some time to really know the ins and outs that allow me to do thing exactly as I plan and in the most optimal way. At that point I then redid the whole thing with that knowledge which is why there's been a strong boost in Gameplay quality if you compare this video with the ones from like 2020.
I am fan of this project and i especially like the camera movement in fear takedowns
But just one question can you explain this 4:30
Its a Glide into Silent Takedown move, found some unused animations for that in knight.
I meant the way he went ahhh
Its just a joke i am not being mean
@@walid17080 it sounds so funny
Would you add glowing effect on takedown
Is this gonna be available for the public specifically on android
looks good
were fdid you get the model sketchfab or like what
Extracted from the originals and then changed, reworked and/or updated as I saw fit
Do you feel like you will release this game in the near feature?
me : didn't have money to buy batman arkham knight
him :
you gotta slide me this game real quick
Ehi man i have a question, i working in a game like the arkham series, how i do to extract the root motion, and import t the software? Other whitch software use to convert the root motion? And how i do to install this? Thank you for attention AND GREAT WOR VERY NICE💪
If youre talking about my root motion system I got that covered in my blog, as for the actual conversion from the ol' biped rig to something unreal engine can use with root motion, I'm doing that through a crude and only semi-automatic but effective script for a third party python implementation in unreal based on this: github.com/20tab/UnrealEnginePython/blob/master/tutorials/FixingMixamoRootMotionWithPython.md
@@RRe36 thank you 💪
@@RRe36 Hi RRe36 I am here a little after the release of the video because I have a question, as you said that the solution of your grappling system is based on this ua-cam.com/video/F2-i7VcMnW0/v-deo.html you could explain to me how did you change the debug sphere in that crosshair thank you very much if you will answer me
@@Velvet_Studios1 Just transform the lock on location to viewport coordinates and place a widget element accordingly with each tick.
@@RRe36 Thank you very much but when the new "gameplay" of arkham unreal arrives?
where to download?
Wait i just got an idea whu not make the menu for the map and upgrades appear on his gauntlet hologram
Would be kinda difficult to get working ig, ingame huds arent something i tried yet.
@@RRe36 thats alright would still love to watch where this project goes
how do i download it
did you use original codes?
No, there isn't any code shared with the original games, check the FAQ rre36.com/blog/arkham-unreal-faq
@@RRe36 thanks, i'll check, great work!
Nice
0:08 😂😂😂😂😂😂
I like what your doing with this a lot, although I have some critiques with this build. My first critique is the speed of the batclaw when launching yourself to a higher platform looks a bit slow. The smoke is killing the framerate when you go near it. The last thing I have to say is more of a nitpick but I honestly couldn't help myself from listing it sorry, but I feel when divebombing there should be a blur effect at the edges of the camera to emphasize the action. I'm sure this will be delt with in the future but so far this great
Regarding the performance of the smoke pellet, tbh I've _slightly_ overdone the amount of particles there, so thats why its hitting the framerate xD
And the grapple speed is indeed slower than in knight, which I personally like though since it gives it a bit more weight rather than just zipping towards the target at an unreasonable speed.
As for dive bomb vfx, I'm actually trying to keep the vfx down to a minium as opposed to what especially knight did (the latter felt like it was having way too much and too prominent vfx imho), so I'll see if i can work something out that fits with my overall visual theme.
@@RRe36 oh ok, I think it's best to list critiques and shed light on details like this so devs can know what may be appealing or not so they can can make the best finished product but thank you for answering the critiques I had
@@RRe36 Sometimes emphasizing on having too much effects could mess up the art style and dark/gritty tone of the game itself. I really want this to be inspired by Arkham series but drastically different in many good and thoughtful ways. And I like your thought process on game design and art style. Great job man. Just feel good thinking what you're about to accomplish; which a multimillion dollar company just failed to accomplish recently.
Ya know Batman Arkham was always Unreal Engine right? Gotham Knights is still supposedly UE3!!!!
Read the FAQ under this video: ua-cam.com/video/69hADJ5wEb0/v-deo.html
The point of this never was that "What if this game is made on UE4/5" trend that's going on lately.
What is the goal of this?
Hi RRe36 I am here a little after the release of the video because I have a question, as you said that the solution of your grappling system is based on this ua-cam.com/video/F2-i7VcMnW0/v-deo.html you could explain to me how did you change the debug sphere in that crosshair thank you very much if you will answer me
docs.unrealengine.com/4.26/en-US/BlueprintAPI/Viewport/ProjectWorldLocationtoWidgetPosi-/
Unreal allows you to place a widget to match a world position with this conversion node.
how did you get the models?
Extracted from the originals with various minor or major changes done afterwards depending on the model, see rre36.com/arkham-unreal/arkham-ue-1
@@RRe36 im gonna try this thanks
PLEASE mobile