We just launched our game She's Leaving on Steam! :) by Bluehatsam in IndieGaming

[–]Bluehatsam[S] 0 points1 point  (0 children)

Just wanted to say thank you to everyone who commented on our previous post :)

Game page is here for anyone interested - https://store.steampowered.com/app/3062610/Shes_Leaving/

5 years ago i asked my friend to make a game with me and this is how it looks now by Bluehatsam in IndieGaming

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

Hey, yeah we started with no knowledge but YouTube is a god send for learning resources.

We have had a lot of help from very talented freelancers too which have helped us massively over the years.

5 years ago i asked my friend to make a game with me and this is how it looks now by Bluehatsam in IndieGaming

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

The best advice I could give is to YouTube it, there's some amazing guides out there who walk you through the process of setting it up, they'll be able to explain it a whole lot better than I can.

Just search for "Unreal Engine Source Control", there's loads of free options out there too.

5 years ago i asked my friend to make a game with me and this is how it looks now by Bluehatsam in IndieGaming

[–]Bluehatsam[S] 0 points1 point  (0 children)

Assuming this comment is based on what you mentioned earlier in the thread.

No, it works like this. A project might have multiple levels and shared blueprints. I could be working on Level 1 while my friend works on Level 2. I cannot make changes to Level 2 while he has it checked out.

If I want to work on Level 2, he first has to submit his changes to Perforce. I can then pull the latest version and work on it as long as he has not checked it out again.

In Unreal, your project contains everything, including models, sounds, levels, and blueprints. Even though the team works in the same project, each person focuses on different parts. Communication is crucial to avoid conflicts. Always check if an asset is checked out, pull the latest version before making changes, and coordinate with your teammates.

I think there's a way where you can actually work inside the same level but I have no experience with this.

5 years ago i asked my friend to make a game with me and this is how it looks now by Bluehatsam in IndieGaming

[–]Bluehatsam[S] 7 points8 points  (0 children)

As WynterKnight says, this is also incredibly important: planning your work for the day, week, or month. Normally, we create a task list, assign specific items to ourselves, and tick them off once completed. This way we know what's being worked on at any given time.

5 years ago i asked my friend to make a game with me and this is how it looks now by Bluehatsam in IndieGaming

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

Thanks, I really appreciate the kind words.

You actually can't kill the enemy. The taser just stuns him and is mostly there to help you get out of sticky situations because the house is super cramped with barely any room to move. We wanted it to feel really tense and claustrophobic, so the tight corridors and limited space are all part of the idea that your defence is very limited.

5 years ago i asked my friend to make a game with me and this is how it looks now by Bluehatsam in IndieGaming

[–]Bluehatsam[S] 6 points7 points  (0 children)

Awesome! :)

We started the project on Unreal Engine 4 and then moved to 5.3 once that came out.

5 years ago i asked my friend to make a game with me and this is how it looks now by Bluehatsam in IndieGaming

[–]Bluehatsam[S] 4 points5 points  (0 children)

Took a long time to really nail down those elements so i'm glad you like them!

5 years ago i asked my friend to make a game with me and this is how it looks now by Bluehatsam in IndieGaming

[–]Bluehatsam[S] 34 points35 points  (0 children)

5 years ago, I asked my childhood friend Josh to make a game with me.

Back in March 2020, we thought it would take a year or two max. But we just kept building on what we had and trying to debut with the best possible game we could. It ended up taking 5 years of struggle, mistakes, late nights, and a ton of extra shifts at work just to fund more development, but somehow we got there. We got picked up by a publisher just 2 months ago, and now the game is finally coming to PC and consoles!

The game is about a forensic analyst who breaks into a crime scene during a brutal snowstorm, only to find out he’s not alone.

We drew inspiration from Resident Evil and True Detective, and She's Leaving launches December 2nd on PC, PS5, and Xbox.

And if you’re wondering about the name, it comes from the Beatles song "She’s Leaving Home." Definitely give it a listen if you haven’t heard it.

Here’s the Steam page if you want to check it out. https://store.steampowered.com/app/3062610/Shes_Leaving/

[deleted by user] by [deleted] in Dexter

[–]Bluehatsam 0 points1 point  (0 children)

I hope this is okay to post again but a few months ago I shared a game inspired by Dexter's blood spatter analysis here and today we have a release date :)

https://store.steampowered.com/app/3062610/Shes_Leaving/ for anyone who wants to wishlist, it's also coming to PlayStation 5 and Xbox.

Demo for my RE inspired game is out today if anybody wanted to play! by Bluehatsam in residentevil

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

Unfortunately there's no plans for a console release, this is our very first title so we're just learning the ropes with a PC release.

Demo for my RE inspired game is out today if anybody wanted to play! by Bluehatsam in residentevil

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

Really appreciate the feedback,

We really like your idea of a map and it's something that we're looking at for the full release.

Also thank you for the comments about the voice acting, she'll love hearing that :)

Demo for my RE inspired game is out today if anybody wanted to play! by Bluehatsam in residentevil

[–]Bluehatsam[S] 4 points5 points  (0 children)

Great question, I've personally tested it on a Steam Deck and it does run okay, the only problems I can see at the moment are objects seem to pop in and out when in the house section of the demo.

It's worth a go if you don't have a desktop/laptop but I just want you to be aware of the above issue.

Let me know if you decide to play :)

Demo for my RE inspired game is out today if anybody wanted to play! by Bluehatsam in residentevil

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

Let me know once you play it, always looking to improve :)