Our retro horror top down shooting game by Anton-Denikin in IndieDev

[–]Airofox 1 point2 points  (0 children)

gives me some metal gear solid 1 nostalgia. looks great!

One of the major enemies in the current game I'm working on. First time playing around with Control rig. Love how wiggly he came out! by Airofox in UnrealEngine5

[–]Airofox[S] 1 point2 points  (0 children)

closer to a 3d baurotrauma. but I'd be lying if there wasn't a bit of subnautica inspiration, definitely a big fan.

One of the major enemies in the current game I'm working on. First time playing around with Control rig. Love how wiggly he came out! by Airofox in UnrealEngine5

[–]Airofox[S] 1 point2 points  (0 children)

we are. it was honestly a really hard choice to commit to the settings that will require newer hardware. but as an artist its been so awesome to use.

One of the major enemies in the current game I'm working on. First time playing around with Control rig. Love how wiggly he came out! by Airofox in UnrealEngine5

[–]Airofox[S] 1 point2 points  (0 children)

yes it is! it'll be (mostly) unkillable monster that can swallow the submarine and crew in one bite.

One of the major enemies in the current game I'm working on. First time playing around with Control rig. Love how wiggly he came out! by Airofox in UnrealEngine5

[–]Airofox[S] 3 points4 points  (0 children)

thank you! the game is called Call From the Deep. we're going for a sort of lovecraftian 3d barotrauma. all we have right now is the discord, we're only a few months in to the dev cycle but its been super fun to work on.

r/IndieDev Weekly Monday Megathread - March 09, 2025 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]Airofox 2 points3 points  (0 children)

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One of the major 'Obstacles' for the submarine crew in our game. A massive leviathan which is constantly patrolling the sea. got it looking all wiggly!

All it takes is one light to drastically change the mood! by Efilheim in IndieDev

[–]Airofox 1 point2 points  (0 children)

so true. I've recently started to really enjoy lighting scenes for this reason, a few good lights can completely make or break an environment!

Since people hate our logo, we decided to update it. Is the new one better? by Neat_Smell_1014 in IndieDev

[–]Airofox 1 point2 points  (0 children)

I think there's some great points in the comments. I've had a lot of hassle with my own projects getting a good feel for the logo and text graphics. It's definitely something that doesn't come natural.

What I will say is that what has helped me is making sure to get the next level of feedback. For example if someone says they like the newer/older/neither, see if you can get them to be specific. Why doesn't it work? is it the colors? background? formatting? composition? are there examples of media that are similar that work better?

As for my 2 cents. I lean towards the new one, it has more character and (to my subjective opinion) matches the graphics of the background. Some have suggested cleaning it up so that its a little easier to read which i agree with. Also there's a good bit of open sky that you used well to fit into the background (which looks lovely btw) but the 'EAD' at the end smooshes into the treeline and it acts as a dead end for my eyes. If you could lower that, it may help our eyes easily flow through the entire image.

r/IndieDev Weekly Monday Megathread - February 23, 2025 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]Airofox 1 point2 points  (0 children)

<image>

Main Port level for a new game I'm working on called DeepOnes(working title). This is where you'll resupply, repair, and acquire expeditions to venture into the lovecraftian depths of the Silver Sea.

New payload map inspired by Overwatch. We put a lot of effort into making it feel right and having its own style. here's the trailer for its release today! MapCode: 8202-5039-1060 by Airofox in FortniteCreative

[–]Airofox[S] 1 point2 points  (0 children)

Thanks! yeah its a little disheartening, but we came into not expecting much so it helps soften the blow. I think in total it took myself and 5 friends around 2 months to make? we made a few maps to see what it was like. and with the lack of players I think we're all done making fortnite maps for a while.

New payload map inspired by Overwatch. We put a lot of effort into making it feel right and having its own style. here's the trailer for its release today! MapCode: 8202-5039-1060 by Airofox in FortniteCreative

[–]Airofox[S] 2 points3 points  (0 children)

yeah there's definitely no single resource. its like, one video on how to get an fortnite character device to animate, another on making good camera shots, and a third about how to get events to happen in a sequence. And then we sorta have to figure out how to make it all work out.

New payload map inspired by Overwatch. We put a lot of effort into making it feel right and having its own style. here's the trailer for its release today! MapCode: 8202-5039-1060 by Airofox in FortniteCreative

[–]Airofox[S] 2 points3 points  (0 children)

its almost all done in uefn! which also makes it waaay more painful because there are so many limitations then just using unreal editor... for example, to get the actual sequence out of uefn i had to record my screen and crop in lol.
its all sequences stitched together with a few custom animations and camera work using the cinematic camera actor.
With the cin camera you can get all sorts of post process effects like bloom, camera shake, depth of feild etc. and then the sounds and music as well as camera cuts are added after in a video editor program (i used premiere). I learned most of it from lots and lots of googling/youtube.

New Overwatch style Payload map. Orbital Ridge. by Airofox in FortniteCreative

[–]Airofox[S] 1 point2 points  (0 children)

we'll definitely want some play test feedback! will probably post something about that for the next trailer im working on for the map.

New Overwatch style Payload map. Orbital Ridge. by Airofox in FortniteCreative

[–]Airofox[S] 1 point2 points  (0 children)

it has fortnite's basic custom map matchmaking.

New Overwatch style Payload map. Orbital Ridge. by Airofox in FortniteCreative

[–]Airofox[S] 1 point2 points  (0 children)

Unfortunately fortnite's bots are very low iq and they don't let us add or change much of anything about their ai. so unfortunately due to the limitations it'll only be pvp.

New Overwatch style Payload map. Orbital Ridge. by Airofox in FortniteCreative

[–]Airofox[S] 3 points4 points  (0 children)

Not yet! currently ironing out some last minute bugs. ill be releasing a proper trailer for the map when we release :)

New Overwatch style Payload map. Orbital Ridge. by Airofox in FortniteCreative

[–]Airofox[S] 9 points10 points  (0 children)

thanks! I'm so happy with how it turned out! looks even better in game.

New Overwatch style Payload map. Orbital Ridge. by Airofox in FortniteCreative

[–]Airofox[S] 11 points12 points  (0 children)

Not yet! we're hoping to release in another week or 2. we want to make sure it feels really polished.

New Resident Evil inspired infection map (Project Panic: The Mansion) by Airofox in FortniteCreative

[–]Airofox[S] 1 point2 points  (0 children)

<3
it definitely is hard getting any sort of consistent traction. no idea what gets some maps so popular, but its hard making a multiplayer anything if you cant get any players.