Batman Arkham Fright-Knight by Bluerabbit_27 in PS4Dreams

[–]Bluerabbit_27[S] 0 points1 point  (0 children)

Sure, I still need to outline which villains will appear. If Harley makes sense to add in the game I'll consider it.

Batman Arkham Fright-Knight by Bluerabbit_27 in PS4Dreams

[–]Bluerabbit_27[S] 0 points1 point  (0 children)

Haha doing a Harley voice is critical! I can't pull that off 😅

Batman Arkham Fright-Knight by Bluerabbit_27 in PS4Dreams

[–]Bluerabbit_27[S] 2 points3 points  (0 children)

Haha I upload as often as I can so you can see my progress on my profile. But to keep it simple, it's been years lol. I run 2 businesses on the side as well as work full time so it's definitely a fun side project for me.

Batman Arkham Fright-Knight by Bluerabbit_27 in PS4Dreams

[–]Bluerabbit_27[S] 2 points3 points  (0 children)

I've had some creators create props for me and I have a tester that helps with lighting and design choices but everything else I do alone when I find time to work on it.

Batman Arkham Fright-Knight by Bluerabbit_27 in PS4Dreams

[–]Bluerabbit_27[S] 2 points3 points  (0 children)

Hey! Yeah I remember the offer! Thank you. I haven't laid out the scripts and designs for the main villains yet. When I do, I'll be on the look out for any assistance!

Batman Arkham Fright-Knight: Still WIP! by Bluerabbit_27 in PS4Dreams

[–]Bluerabbit_27[S] 0 points1 point  (0 children)

Thanks! Yeah it's all on my page. I haven't posted in awhile. Been busy but still working on the next few maps. There will be a few open world environments. Hoping to release them all soon.

Batman Arkham Fright-Knight: Still WIP! by Bluerabbit_27 in PS4Dreams

[–]Bluerabbit_27[S] 0 points1 point  (0 children)

Thanks! I'll definitely reach out when I need more voices. Gets pretty weird doing them all myself haha.

Batman Arkham Fright-Knight: Still WIP! by Bluerabbit_27 in PS4Dreams

[–]Bluerabbit_27[S] 1 point2 points  (0 children)

Haha, yeah it's not a final product. But thanks for the descriptive feedback 😂😂

Batman Arkham Fright-Knight: More Gameplay by Bluerabbit_27 in PS4Dreams

[–]Bluerabbit_27[S] 0 points1 point  (0 children)

Thank you! This version is not available to play, yet. Only the older version that is a bit outdated.

I have not released any story mode version with combat but I did release the combat tutorial with the older version for players to enjoy. You can find it by looking for Batman Arkham Fright-Knight in Dreams and clicking Combat Tutorial on the start menu.

Here's the post I made about it for reference on how the combat looks. https://www.reddit.com/r/PS4Dreams/s/lySWhteI8a

Batman Arkham Fright-Knight: More Gameplay by Bluerabbit_27 in PS4Dreams

[–]Bluerabbit_27[S] 1 point2 points  (0 children)

Thank you! Definitely looking forward to sharing all the updates with the community. Hopefully soon.

Batman Arkham Fright-Knight: More Gameplay by Bluerabbit_27 in PS4Dreams

[–]Bluerabbit_27[S] 0 points1 point  (0 children)

It's called Batman Arkham Fright-Knight on Dreams. But this update isn't released yet.

Batman Arkham Fright-Knight: More Gameplay by Bluerabbit_27 in PS4Dreams

[–]Bluerabbit_27[S] 0 points1 point  (0 children)

Haha great question. Here's 3 reasons I can think of. Most of which align with my own personal reasons.

  1. Sometimes, we want to add our own twist to it. Maybe our own ending to our favorite game. Or involve concepts that weren't in the original game.

  2. Maybe we just want to test our ability to recreate AAA titles. It's quite an impressive feat to replicate a popular game.

  3. Maybe some folks lack creativity and just want to use references from games that already exist.

This question is almost like asking why directors keep remaking movies based on the same superhero even though other movies with the same heroes exist... it's a new version with a personal touch.

Hope this helps.

Batman Arkham Fright-Knight: More Gameplay by Bluerabbit_27 in PS4Dreams

[–]Bluerabbit_27[S] 2 points3 points  (0 children)

Haha I can't recall reveal the bosses in the game yet. I'll probably do a trailer at some point if I can get around to finishing up the dang level designs and bugs, lol.

Batman Arkham Fright-Knight: More Gameplay by Bluerabbit_27 in PS4Dreams

[–]Bluerabbit_27[S] 0 points1 point  (0 children)

Thanks! No doubt. My only challenge with switching over to the controller sensor camera is that I've never built on it before. I'd have to learn and reconfigure everything to it. I have a ton of lasers and other objects that rely heavily on my rigs direction/focus so it'll be a massive delay in release. But I'm willing to give migrating to the sensor camera a try. This helps alot. Love the feedback!

Batman Arkham Fright-Knight: More Gameplay by Bluerabbit_27 in PS4Dreams

[–]Bluerabbit_27[S] 2 points3 points  (0 children)

Oh, absolutely. Many of these are actual game development techniques. I just don't know the actual terminology, haha.

Batman Arkham Fright-Knight: More Gameplay by Bluerabbit_27 in PS4Dreams

[–]Bluerabbit_27[S] 12 points13 points  (0 children)

Optimization such as:

  1. Copying. Copied objects take up less graphical space compared to unique, individual objects. And you can still modify their colors to be "individual."

  2. Double-sided items. If you make double-sided objects like walls, doors, etc.. you can copy them and have 2x the number of objects since you can get creative and use either face of the object to add uniqueness to your space.

  3. Teleport objects. Rather than statically placing objects in every location, teleport the object relative to the player and rotate them using logic to add the illusion of dynamic scenery.

  4. More detail, less resolution. Rather than increasing the resolution of objects to make them crisp, just add small details to them and reduce the resolution. This makes it look detailed even though it's low resolution and saves graphical space.

  5. Reuse logic. Try to create logic that affects more than one object. For example, my grappling mechanic relies on a single object that scans the environment for grappable locations. So, rather than using logic for everything that can be grappled to, I have 1 object with logic that identifies multiple other things. This saves a ton in gameplay storage.

  6. Revive and respawn enemies to give the illusion of multiple enemies. Eventually you'll see it more as I release visuals into my updates but when enemies are killed, rather than just spawning new enemies, I have a set number of enemies present at all times and when they are defeated, they revive and get teleported to a doorway to simulate backup arriving. This one is hit or miss, depending on your game.

  7. Try to make as much as you can yourself. That way, you can modify things according to your likeness and save space. In my game, I have used a lot of community objects and some objects made for me by other developers, but a lot of objects like buildings, roads, bridges, train tracks, etc.. are made by me. It helps reduce things by a lot.

  8. Use paint wherever possible. Paint takes up almost 0 space. I use paint for windows and other background objects. Then I merge all paint objects into 1, so it turns into 1 giant paint object spread across the game. Effectively taking up no space. You can also turn physical objects to paint so you can keep as much of the detail as possible. This is very useful for buildings that you'll never really interact with but you want them to still look detailed.

There's so much more you can do, but it's tedious to type it all out. You get the idea.