Also since I've been reworking the status screen to support the multiple tabs, I decided to add mouse support. Here's a quick look at how the menus are coming along!
#Unreal#IndieGameDev
https://t.co/DZbAZ6ymzC
@Grambitious I started it for fun when trying to make my inventory system into a standalone project and I liked it so much that I shifted to making it a whole game concept.
@Grambitious I've been working on a fixed camera system in unreal. I started with a tutorial from a YouTube channel called "Tank Control Games" and have made a lot of my own tweaks to make the triggers more responsive and added a camera transition system for interactive items. 1/2
@theredpix I'm specifically asking for GPU Lightmass, have there been any improvements compared to stock?
To my understanding with vite there's been optimization regarding game thread and physics, I'm wanting to optimize my game further using GPU Lightmass for GI.
@OlTexa Personally I would release a gameplay demo and present it as exactly that. With a splash screen saying this is a demo to show off only the mechanics of the game.
As a game dev, I personally like to see what others are doing with their gameplay for inspiration.
@IronIntOfficial Another new dev here, I hope you like fixed camera angles and classic resident evil style inventories. I'm working on a game heavily inspired by classic resident evil.
https://t.co/xQFK8ClIfl
Here's another small sneak peek of what I've been working on! The character is placeholder, still playing with Fixed Cameras and Camera Transitions.
I'm working on my A+ IT cert currently, so updates have been slow. Once I get the cert, I'll get back to working on the game more
Here's another small sneak peek of what I've been working on! The character is placeholder, still playing with Fixed Cameras and Camera Transitions.
I'm working on my A+ IT cert currently, so updates have been slow. Once I get the cert, I'll get back to working on the game more
@UnderTheMayo My biggest argument for re3r is the gameplay, the dodge roll in re3r made it impossible for me to go back and play re2r. As much as I liked re2r, the lack of being able to react to enemy grabs or attack (beside defensive items) makes it frustrating to play on harder difficulties.
@colorgravemhin I saw one of your replies, said that demo before launch was good and post launch was bad? I assume because people wanted demos to be updated but don't understand it's a fork of the game, not the whole game.
Asking because I'm planning on releasing a demo for my game
@OlTexa@sean_gause That's crazy, in my mind survival horror has 3 main aspects that are required to make it survival horror. Combat, inventory management, and puzzles, with all 3 being tied together in order to advance through the game.
Sneak peek of the refined Inventory menus.
So I know its been a minute since any sort of update, I've been working on a game set within the same world as my previous project but in a much smaller scope. The plan is to hopefully have at least a demo out by the end of this year.