It may not be the prettiest to look at, but here's a level blockout for one of the rooms in our new game! We can't wait to share progress throughout the year!
#gamedev#indiedev#UE5#UnrealEngine
We don't do NDAs for our games at MicroRaptor. We believe developers should be proud of sharing their work and progress on our games.
The fewer barriers between us and our players, the better.
We'll be live on Twitch tomorrow (9AM CET) with a fresh, unadulterated, and judgment filled reaction to whatever the Game Awards cooks up!
Knack 3 or gtfo
Thank you all so much for the reviews; we're really glad you have played and enjoyed our small game!
We're VERY excited to take everything we've learned from this experience and make something bigger and better!
Ghost of Yotei is great so far, and it's a shame to see people dismissing the game outright based on unrelated (but still valid) criticisms of non-game activity by certain developers/actors, or from a barebones summary of the game's inciting incident.
I've played a little over 16 hours so far, on hard and in Japanese with English subtitles, and it's a great sharpening of the mechanics that people enjoyed from Ghost of Tsushima. They didn't need to reinvent the wheel, and they didn't do that here. Instead, it's a much more polished experience with additional mechanics that fit well with Atsu's backstory.
The main story reminds me of some beats from Vinland Saga (a good thing), and side quests/areas have involved enjoyable story bits and character development.
The pacing has been great, making sure to place plenty of non-combat activities and encounters to relax with...up until the high intensity action hits you like a freight train -- it's been great; had my BPM hit 150 during a difficult duel today.
Everything about the world and culture feels incredibly detailed, thematic, and well thought out. If the game continues to impress as it has done so far, this will be an easy GOTY contender.
All I ask is that people go into this to judge the game for what it is exactly, and not for what some have tried to paint this game as being.
I think it's time we celebrated reaching 1000 followers appropriately -- with dignity and thankfulness...
ALSO A 24 HOUR STREAM!!!!!
This Friday, the 26th, be there!
https://t.co/j6shBrUPLo
I have mixed opinions on Borderlands 4 so far.
Core pillars in mind, the gunplay and movement is fantastic, with weapon options and modifications being incredibly fun. You get pulled so easily into a flow state when in combat.
But the writing...it's not Borderlands 3, but it's also not great so far. I feel like the writers understood that writing memes that age like already spoiled milk is bad. However, they still wrote characters as if they grabbed a random household appliance, turned it into a character's defining trait in some way, and then handed that idea to a Boba tea addicted, ADHD ridden millennial who hasn't held a conversation with anyone outside of Discord.
What made Claptrap a bit endearing in early Borderlands games was his juxtaposition to a harsh, incestual, and untamed backwater planet. He was the ray of naive and idiotic sunshine.
Nowadays it feels like Claptrap is the most normal character...and he's just as grating as he usually is. The other characters in Borderlands 4 just aren't funny, and they aren't normal. By trying so hard to make them quirky and relatable, I can't hold my attention on anything they say or relate to them in any way.
I miss the original cast of oddballs that were still just trying to survive against the odds. With their writing, it felt like they could get speak a sentence to me that wasn't always pulled from some Marvel movie and infused with the dark thoughts of an 8 year old playing with his action figures.
And because the characters in Borderlands 4 can't seem to take the story seriously, neither can I.
Apart from that, the open world is quite frustrating. POIs littered everywhere, but few actual points of interest.
Whether it's having to manually carry back an item in your hand that you can't just store away, or attempting to look in nooks and crannies for loot only to find nothing, this is a formula I grew tired of 5 years ago.
Checklist, empty carb question marks and exclamation points just don't make me want to pick a direction and walk. You've robbed me of any sense of discovery, and on the off chance I do find something it's either an ammo crate (I'm already full) or a bobblehead that gives me 100 XP (less than an enemy).
I miss the distinct biomes and curated level design of regions from previous games. They felt focused, and as such helped me focus. I miss the serious characters grounding the ridiculous ones, and the absurd characters adding some edge and lightheartedness.
All in all, it's better than Borderlands 3, but it's not great. Performance is shit.
RIP Roland & Scooter.
Thank you so much, everyone, for helping us get to 100 wishlists ahead of our September 4th launch date!
Our game will be completely free at launch, with gamepad support and 12 languages supported!
No AI, MTX, DLC, lootboxes, or premium currencies!
https://t.co/9dNpX2z3gc
I like to make mechanic test/learning levels in my game for other team members. We recently made one for some spinning platforms, which we packed a TON of features into.
• One single blueprint where you can choose to have a single mesh spinning
• Can have between 0-8 'arms' that are placed equidistantly from the center mesh
• There's an in-editor, and optionally in-game, debug visualization for the range of the spinning (this is handy for seeing the range without having to press play)
• You can customize the offset of these arms, the local rotation around the root, and the scale of the arms
• Rotation speed of entire actor is customizable
• Rotation is local and relative, meaning you can simply rotate the main actor and everything works exactly as expected
• You can set custom meshes OR actors as your arms
• You can override material instances on base mesh AND arms, per arm and per material index
• The base mesh (center) can be turned off or customized
• You can enable/disable allowing the player to use our custom climbing system to get up to any part of the actor or its arms
All of this fully playable and observable in a handy little level built with data layers and handy little checkpoints for teleporting around to different mechanics!
We're going to release a game in less than a month. It's far from perfect, but it is a released game. I'm looking forward to making the postmortem and learning from all the mistakes we made along the way!