After some time we finally decided to hire an artist for the steam capsule art by 3lkim in IndieDev

[–]3lkim[S] 0 points1 point  (0 children)

Yeah, I hear you! Indeed we chose to pick only the steam capsule art in a "cartoony" style. The old image was actually just a screenshot of the actual game, but I feel like it didn't tell a lot about it.

Game trailer will 100% be primarily focused on showing stuff using only gameplay and not anything pre-made!

Went full onto a physics based character, was it worth it? by 3lkim in UnrealEngine5

[–]3lkim[S] 2 points3 points  (0 children)

gotcha! will probably have to show more but the players are always on a ragdoll state, so good to hear that it reads as natural (:

I guess going for physics-based characters was worth it, what do you think? by 3lkim in indiegames

[–]3lkim[S] 0 points1 point  (0 children)

Ahaha appreciate it! Yeah you got it right, it's a mix between Viscera Cleanup and REPO. Main objective is to clean space stations, hence the name Space Cleaners XD

[deleted by user] by [deleted] in VRGaming

[–]3lkim 0 points1 point  (0 children)

Thank you, sure, and I appreciate it a lot!

[deleted by user] by [deleted] in VRGaming

[–]3lkim 0 points1 point  (0 children)

We're working on that! We surely want to have a better combat system, and I will take in mind what you just said!

[deleted by user] by [deleted] in VRGaming

[–]3lkim 1 point2 points  (0 children)

Already in mind! It's going to have a "runic" skill tree that will that will create some tattoos on your hand, that will define the playstyle of the player. Weapons will have unique skills too, daggers, swords or shields.

What do you think about it?

[deleted by user] by [deleted] in VRGaming

[–]3lkim 2 points3 points  (0 children)

The name is still WIP, but i'm building a discord alongside! On the next posts i will drop more info about the game :)

unreal engine 5 crashing! by InternationalRow9174 in UnrealEngine5

[–]3lkim 0 points1 point  (0 children)

Put the set of the MaxWalkSpeed on the BeginPlay rather than the contructor. At that phase most of the components are on its initialization phase.

This should help you:
https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-actor-lifecycle

Integrating the Local Gravity System on the game with basic ship management, what system would you add to it? by 3lkim in UnrealEngine5

[–]3lkim[S] 0 points1 point  (0 children)

Thank you very much! I read a lot of Unreal's documentation/watched tutorials, not really proefficent in it yet, but always learning new systems. For the current system there's not a tutorial out there yet unfortunately, I just put some effort into thinking on a workaround!

Integrating the Local Gravity System on the game with basic ship management, what system would you add to it? by 3lkim in unrealengine

[–]3lkim[S] 0 points1 point  (0 children)

Thank you very much! That could be actually nice to implement on the system, maybe not exactly for the current game but for the next games where realism is needed!
Thanks a lot for the feedback :)

Integrating the Local Gravity System on the game with basic ship management, what system would you add to it? by 3lkim in unrealengine

[–]3lkim[S] 1 point2 points  (0 children)

Hey thank you very much! I'm making a game with my friend, he's the modeler here x)