I've been getting some solid development time over the Christmas break. Can't wait to get to combat fx:
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Anonymous said:
The cable makes nice set dressing, but if you ever need a more general solution to intersections like that, you could try mesh decals. This is a good example of how they work, and this is how you set them up in Unreal. The cables definitely add to the scene, though, so maybe combining the two things would let you bring that one off wall a bit to match the more natural look of the other one.I'm doing another Mapcore challenge - been documenting my process in this thread:
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And here's where I'm at so far. Am I an enviornment artist yet?
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Yeah, that's what all of the other details in the scene are! All of that geo is actually flat, I'm using normal map decals to add detail (I mention it in the previous tweet). I just didn't think it would work well on an inner corner (inside corners are usually dirty, but undamaged). That's where artists tend to use blends or those wee skirt things, I just didn't really feel it would fit no texture/no gradient style I was going for. And there's no need to do anything too complicated when a cable works just fine ;D
Aha, yeah, I noticed that after I took a better look at the thread 😅
I love how reuseable this is, so I'll probably make one anyway just to use where I need. I also should probably move some of my edge wear to floaters rather than decals (not because this needs to run fast, but it's a good habit to get into).This is a quick and dirty test with a decal, and without. It's only a 4 tri mesh with a 1x64 gradient texture, could be worth having just to slap around.
(sigh) I know this is annoying vaguebooking, but I miss this thread and really wish I could share my work :( I lurk here a lot and don't really post, but I wanna say that so many of these projects look so cool and I'm really looking forward to playing them!
<3<3<3
It's really rewarding when you finally get some of your systems lined up into a cohesive gameplay element.
It's really rewarding when you finally get some of your systems lined up into a cohesive gameplay element.
Thought I'd share something going wrong...
...and to expand on this, the problems weren't visual - it's rough looking, but that's normal when exploring a mechanic. Form follows function, you know? The issue here is that whilst exploring said function I discovered that the mechanic felt confusing when looking up. Ideally, the force field would be locked to the ground, and that became a requirement to communicate to the player. This is extremely difficult ON TOP of communicating poking your gun through. This would need to be rethought to suit the perspective. Something completely out of scope for this little "for fun" exercise.
Scanline hit FX in Unreal.
The Jelly Fish writes to custom stencil which is sampled in a post-process and shifted horizontally.
Love it!
One suggestion that may or may not help: when it gets destroyed and falls to bits, maybe set the physics on the bits to be low gravity/damping? would be consistent with the "floating" of the Jelly Fish
Forgot to share this here! My latest video came out on Sunday and it's all about Unity's character controllers!
Dude I stumbled onto this a when trying to figure out how to move my character without having to manually handle collisions with obstacles. Super well made video!
At risk of sounding like a fickle person, I'm starting to think that I should just register my X-COM inspired game for the next Steam festival (June, I think) instead of showing my demo next week on Steam.
Not only because I finally got some feedback saying something I already noticed: that the gameplay needs more time in the oven.
But also because having almost no feedback is feedback in itself: it means, there's nothing that draws the attention of people. Now how to solve that? that's the mystery but I'm thinking I could try to remake some of my most generic 3D assets and try to look for a more unique style (for example, I have this idea of a sci fi world where magic is used instead of advanced technology and the visual style is mixed fantasy/sci fi) and basically go back to the drawing board.
I'll give it a day or two before I decide if I stay registered for February's festival.
Questions, what were the goals when you were going for when designing the game? Was there something you wanted to stand out? Do you have an elevator pitch for the game on why people would play it? If someone likes XCOM, what about your game would make them interested in it over just playing more XCOM? Could be story, gameplay, concept, etc.
I think this kind of questioning can help focus your idea on what you want to the game to be and can determine if you need some kind of rework. Getting attention in general is incredibly hard so I personally don't think it is fully indicative of everything. Marketing is a job in itself.
It depends on what attention you are looking for. What's your goal from said attention?And yes, getting attention is hard but I can't just pretend everything is right if I get none. Something must change.
Questions, what were the goals when you were going for when designing the game? Was there something you wanted to stand out? Do you have an elevator pitch for the game on why people would play it? If someone likes XCOM, what about your game would make them interested in it over just playing more XCOM? Could be story, gameplay, concept, etc.
I think this kind of questioning can help focus your idea on what you want to the game to be and can determine if you need some kind of rework. Getting attention in general is incredibly hard so I personally don't think it is fully indicative of everything. Marketing is a job in itself.
The objective was to create a combat system for future projects so I don't have to start from scratch with every new game (like it happened with my previous games), making a space pirates game with it was a bonus.
I already have a pitch in my Steam page, it's not like I want to change the basic gameplay, it's just that it seems I need more time to make an attractive demo and experimenting with a different visual style might be worth my time.
And yes, getting attention is hard but I can't just pretend everything is right if I get none. Something must change.
Out of curiosity, do we plan on making a 2021 thread? Or are we gonna just stay here until it hits Post Limit and autolocks? Just asking since the OP is Perm'd and the person who was making these OTs before doesn't seem to be as active in these threads as they used to.
It depends on what attention you are looking for. What's your goal from said attention?
Looking again at Void Marauder's Steam page, your game does have a pretty interesting pitch. Out of curiosity, who have you recruited for feedback that is not reporting back? I see the page has no demo, so I'm assuming friends and family? Don't judge an indie game's potential popularity from that because most people aren't that interested in indie games to begin with, and even less specific subgenres like XCOM-likes. You can definitely find a sizable, devoted audience for these within the larger ocean of gamers in general.
I also see you have 2000 followers on Twitter, which is 20x what I have, hahah. You must definitely be doing something right!