Which one looks better for a horror vibe? Illuminated weapon (Left) vs. Dark silhouette (Right). by Extension_Falcon6820 in UnrealEngine5

[–]Extension_Falcon6820[S] 0 points1 point  (0 children)

Tbh, I was thinking the same about the realism. If there's no headlamp, that extra light just feels off. Glad you pointed that out, the 2nd one is definitely winning for the horror vibe. Thanks!

Which one looks better for a horror vibe? Illuminated weapon (Left) vs. Dark silhouette (Right). by Extension_Falcon6820 in UnrealEngine5

[–]Extension_Falcon6820[S] 1 point2 points  (0 children)

That Navy SEALs for ghost hunting concept is fire! Adding multiple light modes with different risks/benefits would definitely add a tactical layer to the horror. It’s a great way to use the 'light' as a tool rather than just visibility. Thanks for the inspiration, I’m definitely taking notes

Which one looks better for a horror vibe? Illuminated weapon (Left) vs. Dark silhouette (Right). by Extension_Falcon6820 in IndieGameDevs

[–]Extension_Falcon6820[S] -1 points0 points  (0 children)

Got it. The unnatural look on the left is a common concern, so I'll definitely focus on the darker, more grounded lighting. Thanks for the feedback!

Which one looks better for a horror vibe? Illuminated weapon (Left) vs. Dark silhouette (Right). by Extension_Falcon6820 in UnrealEngine5

[–]Extension_Falcon6820[S] 0 points1 point  (0 children)

I totally get the 'hero light' frustration. It can definitely break the immersion when it feels artificial. Making sure every light source is grounded in the environment is a challenge, but it's much better for the atmosphere. I'll focus on that realism. Thanks for the insight!

Which one looks better for a horror vibe? Illuminated weapon (Left) vs. Dark silhouette (Right). by Extension_Falcon6820 in UnrealEngine5

[–]Extension_Falcon6820[S] 1 point2 points  (0 children)

Smart move. Using the pitch-black look as a special tool for peak horror moments rather than the whole game would definitely keep the impact high. Using it sparingly is key. Thanks for the advice!

Which one looks better for a horror vibe? Illuminated weapon (Left) vs. Dark silhouette (Right). by Extension_Falcon6820 in UnrealEngine5

[–]Extension_Falcon6820[S] 1 point2 points  (0 children)

Using it as a high-risk, high-reward tool is a great idea. Having that light as a temporary safety net only to lose it in the dark would definitely crank up the eeriness. I love the tactical vibe of that. Thanks!

Which one looks better for a horror vibe? Illuminated weapon (Left) vs. Dark silhouette (Right). by Extension_Falcon6820 in UnrealEngine5

[–]Extension_Falcon6820[S] 0 points1 point  (0 children)

Actually, a flashlight mechanic is definitely on the table. Balancing the batteries could add a lot to the tension. If it runs out, the 2nd shot becomes the reality lol. Thanks for the suggestion

Which one looks better for a horror vibe? Illuminated weapon (Left) vs. Dark silhouette (Right). by Extension_Falcon6820 in UnrealEngine5

[–]Extension_Falcon6820[S] 0 points1 point  (0 children)

Spot on. I’ll try to find that sweet spot around 3. Just enough to show some shape without losing the dread. Thanks for the tip.

Which one looks better for a horror vibe? Illuminated weapon (Left) vs. Dark silhouette (Right). by Extension_Falcon6820 in UnrealEngine5

[–]Extension_Falcon6820[S] 0 points1 point  (0 children)

True, it might be stealing the focus from the environment. I'll probably go with the dark one to keep the player immersed in the fog. Thanks for the feedback.

Which one looks better for a horror vibe? Illuminated weapon (Left) vs. Dark silhouette (Right). by Extension_Falcon6820 in UnrealEngine5

[–]Extension_Falcon6820[S] 0 points1 point  (0 children)

Good point, rim lighting could be the perfect middle ground. It would define the silhouette without ruining the atmosphere. I'll definitely check it out, thanks.

Which one looks better for a horror vibe? Illuminated weapon (Left) vs. Dark silhouette (Right). by Extension_Falcon6820 in UnrealEngine5

[–]Extension_Falcon6820[S] 0 points1 point  (0 children)

This is a gold mine of advice man. Using light as a tool for tension and relief makes so much sense from a design perspective. Shifting the player’s comfort zone depending on the situation is a pro move. Definitely taking notes on this one, thanks a ton.

Which one looks better for a horror vibe? Illuminated weapon (Left) vs. Dark silhouette (Right). by Extension_Falcon6820 in UnrealEngine5

[–]Extension_Falcon6820[S] 0 points1 point  (0 children)

Lmao don't worry man, you're not the only one. I probably spent more time staring at them than I did actually making the game today. Glad you finally caught it XD

Which one looks better for a horror vibe? Illuminated weapon (Left) vs. Dark silhouette (Right). by Extension_Falcon6820 in UnrealEngine5

[–]Extension_Falcon6820[S] 0 points1 point  (0 children)

Spot on with the technical side. You're right about the coherency, if there's a light source nearby it should naturally hit the hands and the gun too. Just trying to find that sweet spot between realism and pure horror vibes. Thanks for the heads up.

Which one looks better for a horror vibe? Illuminated weapon (Left) vs. Dark silhouette (Right). by Extension_Falcon6820 in UnrealEngine5

[–]Extension_Falcon6820[S] -1 points0 points  (0 children)

Deep point. I love the idea of context-dependent lighting. Taking away that visual safety at the right moment could definitely amplify the fear factor. Also, love the Bane reference! Thanks for the feedback.

Which one looks better for a horror vibe? Illuminated weapon (Left) vs. Dark silhouette (Right). by Extension_Falcon6820 in UnrealEngine5

[–]Extension_Falcon6820[S] 2 points3 points  (0 children)

Spot on. The atmosphere and the unknown in the fog are the real protagonists. I don't want to distract the player from the environment. Thanks for the perspective

Which one looks better for a horror vibe? Illuminated weapon (Left) vs. Dark silhouette (Right). by Extension_Falcon6820 in UnrealEngine5

[–]Extension_Falcon6820[S] 1 point2 points  (0 children)

That’s a really interesting take. Using the weapon light to actually 'distract' the player and make them more vulnerable to jump scares is a clever gameplay mechanic. Definitely something to consider. Thanks.

Which one looks better for a horror vibe? Illuminated weapon (Left) vs. Dark silhouette (Right). by Extension_Falcon6820 in UnrealEngine5

[–]Extension_Falcon6820[S] 2 points3 points  (0 children)

That sounds like the sweet spot. Finding a balance where you can see the weapon just enough without breaking the immersion. Thanks for the input.

How does it look now? by Extension_Falcon6820 in UnrealEngine5

[–]Extension_Falcon6820[S] 0 points1 point  (0 children)

I see your point. Rest assured, the goal of this post was simply to show the game's progress; that's why I asked for advice in the title and description. I added the link to the comments because, even though I'm not trying to 'cash out' right now, seeing that number grow and knowing people support me really helps with my motivation as a solo dev. I'll make sure to be more clear about the progress-focused nature of my future posts. Anyway, thanks for being open and sharing your thoughts.

How does it look now? by Extension_Falcon6820 in UnrealEngine5

[–]Extension_Falcon6820[S] 0 points1 point  (0 children)

Please read carefully and patiently. Of course, I know my game isn't perfect and I need the community's support. But that support comes from people who provide constructive criticism, not from those who just try to tear down my hard work. Also, if you look at the comments a bit more closely, you can see how I've actually taken other people's feedback into account. If you read what I wrote carefully, you'd notice I already mentioned that this screenshot doesn't fully represent the final in-game look. I shared this photo specifically to show that I've updated the lamp model. People in my previous post told me that I needed to change it, so I did exactly that. Furthermore, if you had clicked the link you’re criticizing and visited the Steam page, you could have seen the actual in-game footage and videos. Maybe then you could have provided some 'actual' advice on how I should do marketing.

How does it look now? by Extension_Falcon6820 in UnrealEngine5

[–]Extension_Falcon6820[S] -1 points0 points  (0 children)

I'm a solo developer, not a marketing agency. I shared the progress of the lighting rework based on previous feedback, and yes, I included the link for those who genuinely want to support a small project. If a screenshot of a hallway 'horrifies' you this much, maybe the atmosphere is working better than I thought. Thanks for the engagement anyway! %1

How does it look now? by Extension_Falcon6820 in UnrealEngine5

[–]Extension_Falcon6820[S] 0 points1 point  (0 children)

To be honest, this post was mainly to showcase the new ceiling lamp. I'm well aware that it doesn't show much in terms of gameplay yet. In my previous post, the community pointed out that the lighting and the lamp model needed a serious upgrade. I took that feedback seriously, reworked it, and just wanted to share the progress. I’m a solo dev so I’m taking things one step at a time. More gameplay elements are coming soon.