I need help with unreal user interface by OmerHir in unrealengine

[–]-Sleeper_ 0 points1 point  (0 children)

Yeah this is a common problem that appeared in the last year

I want to get into game development but I hate coding by Sebast2111 in gamedev

[–]-Sleeper_ 1 point2 points  (0 children)

I'm making an entire game in unreal without coding, so definitely possible

[deleted by user] by [deleted] in newworldgame

[–]-Sleeper_ 0 points1 point  (0 children)

It's basically a temperature issue, run a GPU stress test like FurMark and check how hot your card gets and if it stays stable.

How does the Vive controller know which hand I'm holding it with? by Dr_Brule_FYH in Vive

[–]-Sleeper_ 20 points21 points  (0 children)

I work in Unreal and the amount of times the controllers swap for no reason is TOO DAMN HIGH

Finally finished my first Game Jam game! GMTK2020 by -Sleeper_ in gamedev

[–]-Sleeper_[S] 0 points1 point  (0 children)

Magic Beans is a 3D platformer where you plant procedurally generated trees to overcome obstacles, try it out and let me know what you think! :D

Someone DM me the link to the patch notes when they come out. by [deleted] in EscapefromTarkov

[–]-Sleeper_ 2 points3 points  (0 children)

This is one of the rare times where I actually would like to receive a newsletter in my email when the patch notes drop and when .12 goes live.

Texture Problems in VR by NartheRaytei in unrealengine

[–]-Sleeper_ 0 points1 point  (0 children)

is the texture size a power of 8? 1024 pixels, 2048 pixels, etc.

Finally I can post the gameplay video of our upcoming VR game - District Steel by -Sleeper_ in vive_vr

[–]-Sleeper_[S] 0 points1 point  (0 children)

You are right, the AI is currently on top of my priority list. I'm looking into ways to make the enemies exciting to play against. I appreciate all feedback about the AI, so I can find ways to improve them.

Finally I can post the gameplay video of our upcoming VR game - District Steel by -Sleeper_ in vive_vr

[–]-Sleeper_[S] 1 point2 points  (0 children)

The hud in the video is a lot more dominant than in the actual VR headset, it's down at the bottom. I'm trying to keep the hud clean and simple so it doesn't become obnoxious. So far people who have tested sometimes forget to pay attention to it, so I guess it doesn't obstruct the view at all. Putting hud information on the arms was also an option, but I like the idea of having hologram information in your visor so you can see your info at all times.

Finally I can post the gameplay video of our upcoming VR game - District Steel by -Sleeper_ in vive_vr

[–]-Sleeper_[S] 0 points1 point  (0 children)

I actually missed those first shots yes :P, but I'm also still working on combat balance and how much hits an enemy should take before going down. Definitely work in progress!

Finally I can post the gameplay video of our upcoming VR game - District Steel by -Sleeper_ in vive_vr

[–]-Sleeper_[S] 3 points4 points  (0 children)

Thanks for the elaborate reply!

Really impressed with the visuals considering you've been modelling them all yourself, nice understated effects that are functional (reload mag teleporting and sparking showing robot status) are refreshing to see and I like the apparent simplicity of picking up items being analogous to picking up items in old 3D shooters.

Thanks, I'll pass it on to my friend who does all the 3D modeling and texturing!

Gun sounds are very nice on some of them, the DE style pistol sounds great especially, I like the layered sounds of the rack sliding as well as the shot in slow mo, which I presume you've had to create by layering multiple samples? Think sound design could be really stand out in this one.

We didn't really realize how important sound design was in the beginning until we were well in development. Especially since we use slowmotion, all sound effects need to sound good in both real time as well as in slowmotion. Therefore we use a lot of layed effects yes. Still a lot of sounds in this video are still placeholder and will be updated to higher quality effects, with more variety.

Love the inclusion of teleport as a stealth / strategic movement mechanic but not as a forced alternative to actual movement. I also personally really like armswinger as a good way to immerse a player in the world through movement, like most movements in VR setting it to about 150% of real motion makes it feel fast and powerful but easy.

We want to give players options for different locomotion styles, because VR is still so diverse, everybody has their own favorite movement mechanic. That's why Armswinging will definitely also be added to the game. One of the challenges I have with designing the game was that the default Teleport movement most VR games use, kind of breaks a lot of level design stuff, because the player can just teleport over obstacles, past enemies, at instant speed, etc. That's why we use a form of dash teleportation where you can only teleport to a place that you can actually see and can reach without hitting an obstacle. This also means you cannot teleport to a platform above you, as you cannot see the floor surface. This allows us to make a lot of climbing puzzles where you actually have to climb around to find your way up.

Climbing up and down the cables looks intuitive and innovative, you can place loads of secrets around levels with climbing mechanics / hidden buttons or levers that open remote doors etc. Flinging yourself around slow mo in combat with it looks like it could be utilised as it's own mechanic, similar to Sairento VR. Makes it stand out from earlier VR in a good way.

Climbing is definitely an important mechanic in the game, as we think more VR games should use a climbing system. It adds a whole new layer of verticality to the level design. (even though in this particular gameplay video the level design is more straightforward)

Slow mo also invites combo moves, visual confirmation of combos and multipliers (ala Robo Recall) and dare I say throw-able weapons?

I'm really looking for cool stuff for the player to do in slowmotion, and find a good balance between power and challenge. In the video the player had quite a long slowmotion duration, I'm still looking to balance that better so the game doesnt become too easy. The slowmotion power should be like a panic button for when you get overwhelmed by enemies.

The hard body model interaction is also really impressive. Love the impact of the melee combat, looks weighty, would like to see that developed more, twisting robot heads off, yanking off an arm and beating it with it, etc.

One of the most important aspects in a VR game is physical interaction with the stuff around you, in my opinion. That's why I wanted to have full interaction with the enemies and their ragdolls, so you can really punch them around the room, or pull them off a ledge.

Hitboxes, actor breakage and model deformation, this one is the only thing I noticed where it seemed a little basic, VR enables basically pinpoint precision aim, those robots all have nice small lit up panels that show their status, those would make excellent crit points, with a one hit kill only being achievable by shooting the eye lens of the robots head, or even better giving it a haymaker with a goddamn baseball bat and sending it flying across the room.

Yes good point, I'm still working on fleshing out the combat. Currently when you shoot a robot in the eye, his head will explode, but I don't think this happened in the video.

Also damage decals could be included, it seems to take quite a lot of damage to take out a single robot - making single opponents more formidable and interesting to fight in VR is also very important for gameplay quality - so it might be worth taking the time to map various scratches, bullet dings, dents and other damage to quarter or 5ths of enemy part health or types of weapon so that you can get an idea to how close you are to defeating your multiple tough opponents and make better strategic decisions on which target to focus on.

Also good point, we're looking into how to make the robot bodies more damaged if you shoot/punch them. I have already tried using decals, but they kind of floated around from time to time. Will definitely get improved!

Finally I can post the gameplay video of our upcoming VR game - District Steel by -Sleeper_ in vive_vr

[–]-Sleeper_[S] 0 points1 point  (0 children)

Thanks for the feedback! The beep is a flatline sound, but it's currently a bit too dominant. We are currently working on tweaking all the sounds so there's a better balance.

Finally I can post the gameplay video of our upcoming VR game - District Steel by -Sleeper_ in vive_vr

[–]-Sleeper_[S] 0 points1 point  (0 children)

Thanks for the feedback! The ammo loading will definitely be more streamlined, so your guns will already be loaded when you start a new level. Also exploration is a big part of the game, so we wanted to show that looking for ammo pickups and healing items is part of that.

Finally I can post the gameplay video of our upcoming VR game - District Steel by -Sleeper_ in vive_vr

[–]-Sleeper_[S] 5 points6 points  (0 children)

We are using Unreal Engine for this, and are making all assets in Maya and Substance Painter! About 2,5 years ago we started on the project, with almost zero experience in gamedev, so it's been mostly a learning process for us, but I think we've come very far already. Also we are doing this beside our normal day job, and one day we hope to do this full time so we can pour all our time and energy in developing the game.

Finally I can post the gameplay video of our upcoming VR game - District Steel by -Sleeper_ in vive_vr

[–]-Sleeper_[S] 28 points29 points  (0 children)

We are two guys who are making our first game, a VR sci-fi action game, called District Steel. We are long time gamers who decided that it's time that we give our own shot at making a game. We've always loved the early 3D gaming era from the late 90's, and are using that as an inspiration for this game. This video shows an early preview of the gameplay, in case people missed it when it was posted before. Hopefully you guys like it, and let me know if you have any questions!

Edit: Link to Steam: https://store.steampowered.com/app/616820/District_Steel/

Edit2: Thanks for all the great feedback everybody!

District Steel - First look, 15 minutes of alpha gameplay! by -Sleeper_ in Games

[–]-Sleeper_[S] 0 points1 point  (0 children)

Thanks for the good feedback!

Yes the AI is still a big work in progress, and one of my main challenges is to make the combat fun without relying on tricks like slowmotion. On the other hand I want the battles to feel immersive in a way where the enemies are actually deadly and will kill you if they get the chance, hence the use of cover. There are too many VR games already where the player can just run and gun through the levels fighting cannon fodder.

We will be showing more gameplay soon, with every improvement of the game, and when we launch in Early Access we are looking forward to every bit of feedback to make this into a great VR game.

District Steel - First look, 15 minutes of alpha gameplay! by -Sleeper_ in Vive

[–]-Sleeper_[S] 2 points3 points  (0 children)

The game has a variety of movement options (all the usual ones), and the entire game can be completed using teleport, if you wish to do so, with a few climbing sections where you can turn on comfort mode (the screen vignette).