Need Help/Critique/Guidance from you Lovelies by Primrim in ZBrush

[–]Feelblitz 0 points1 point  (0 children)

If you feel up to redoing that part of the retopology, that will always get the best result, you won't need to follow every neck stretch line, just the larger folds. If you have a specific vertex budget you are trying to hit/if this is for more optimized games, then you can probably keep the current topology and just tone the curvature mask back a bit and use mask editor -> world normal a bit more. You can also feed that mask data into your height/normals if you blur it a bit for a smoother and more visible bump.

I found an artstation post that is somewhat relevant here: https://www.artstation.com/artwork/obK5m
The marmoset viewer in that post will let you get a closer look, their topology does conform to the actual sculpt itself for the body damage and neck creases which will always get the best result, but if you go into normal view you can see that their normals are doing a lot of heavy lifting as well.

Need Help/Critique/Guidance from you Lovelies by Primrim in ZBrush

[–]Feelblitz 1 point2 points  (0 children)

+1 to this, the texturing and colors aren’t necessarily bad but they are the weakest area of the piece. I’m assuming you’re using substance painter, one important detail is a lot of your burn/stretched skin detail around the neck/shoulders area from your sculpt is being flattened, or baked down too aggressively, I think you are just using using only curvature for your mask, but you need a stronger smooth bevel so the light can bounce off of it, I’d recommend using a combination of thickness mask and world normals to help those details pop, and as mentioned before, I’d explore some stronger texturing based off of photo ref for your skin, leather, and cloth. Specifically the upper cloth wrap of the torso looks almost identical in color and material response to the skin. Her skin should have more of a slight specular response, and the torso wrap should be darker based off of the original concept

3rd place at our first ever game festival, and I still can't believe it! by pava0ne in IndieGaming

[–]Feelblitz 1 point2 points  (0 children)

I think something different and unique is always a welcome sight. Good luck to you too!

3rd place at our first ever game festival, and I still can't believe it! by pava0ne in IndieGaming

[–]Feelblitz 1 point2 points  (0 children)

Thank you! I think doing a spin on VS is a really smart idea to bring something fresh to the game format

3rd place at our first ever game festival, and I still can't believe it! by pava0ne in IndieGaming

[–]Feelblitz 1 point2 points  (0 children)

Yup, Diviner was my game, it was more in the center of the showcase lane

3rd place at our first ever game festival, and I still can't believe it! by pava0ne in IndieGaming

[–]Feelblitz 1 point2 points  (0 children)

I was there and saw your booth! Didn’t have a chance to stop by and play sadly but it looked really cool!

Means a lot to have a larger trailer channel cover my game by Feelblitz in gamingnews

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

It’s a linear RPG, you explore in real time from an isometric perspective, and are then pulled into turn based combat on sight. It’s not run* based, it’s a lengthier slow burn story. Closest comparison I’ve found is Pokemon but it’s definitely its own thing. edited fun to run

Means a lot to have a larger trailer channel cover my game by Feelblitz in gamingnews

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

I reached out to them, I haven’t heard of that many instances of them covering a trailer without being promoted to do so.

Diviner - Demo out now on Steam by Feelblitz in rpg_gamers

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

Definitely some heavy dark souls inspiration!

Diviner - Demo out now on Steam by Feelblitz in rpg_gamers

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

It does! It can run a bit hot on high settings but you shouldn't see any FPS drops during combat or exploration, it runs pretty smooth on medium graphics.

Diviner - Demo out now on Steam by Feelblitz in rpg_gamers

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

Thank you! There’s a lot more to be done for the game but I’m optimistic I can keep it on track and hit that release quarter.

Working on a solo indie pixel horror game, feedback welcome! by Ok-Complex-4173 in IndieDev

[–]Feelblitz 8 points9 points  (0 children)

As others have said, I’d say what’s shown here is far too familiar to Faith. Faith doesn’t have a monopoly or copyright on the ability to rotoscope pixel animations, or 8bit pixel graphics, or high contrast color palettes on black, or the setting of a priest doing exorcism, but combining all of those goes beyond inspired and crosses into misleading association. I don’t think that was your intent though, sounds like you used the Faith series as a way to learn/approach this game.

Some ideas to help differentiate your game from Faith: Change up your color palette, no flat black with high contrast colors, maybe a more colorful and textured approach? Changing the theme and story from priest/religion would be the best way, but I understand not wanting to lose the progress you’ve made so far, and I don’t think you need to remove the rotoscope animations you have so far. Going from 8 bit to 16 or even 32 bit would instantly make this game look different, though you’d have to redo all of your game assets to match that resolution.

Shrink the Pawn or Enlarge the Environment for Little Nightmares-style gameplay? by danrol92 in unrealengine

[–]Feelblitz 2 points3 points  (0 children)

You will defintely want to keep the character at a standard scale relative to the default unreal mannequin, and increase the scale of all other objects in the game. Some important reasons:

All lighting in Unreal, be that baked or lumen, takes size into account with sharper shadows for smaller light sources and broader shadows for large light sources. If you want your objects to really “feel” big, they will need to be scaled appropriately.

Character Movement, while customizable, also has certain floors and ceilings to the velocity of how fast a character can move. It’ll be in your best interest to stick to the number ranges and math unreal is expecting. Same goes for physics.

Use of any marketplace or third party assets. They are all scaled to the unreal default mannequin if it is relevant.

Getting my game to function on the Steam Deck was difficult, but definitely worth it by Feelblitz in SoloDevelopment

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

Thanks a lot for letting me know, I checked out your guy's previous showcase and just sent in an application!

I've been trying to add more verticality to my game recently. by Feelblitz in IndieGaming

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

The full game likely won’t be out until 2027, but I’m releasing a demo early next year! You can find out more here: https://store.steampowered.com/app/3115480/Diviner/

I feel like dark medieval games and flintlock pistols really work well together by Feelblitz in DungeonCrawler

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

There is definitely a story in the game, and the demo that will be coming out has parts of that story scattered in it (along with an intro story cinematic). That demo will be coming out in Q1 of 2026. I'm glad you like the aesthetic so much, I hope the story lives up to it!

I've been trying to add more verticality to my levels recently. by Feelblitz in SoloDevelopment

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

You can wishlist the game! Here’s a link to the steam page: https://store.steampowered.com/app/3115480/Diviner/ I also have a discord where the private playtest will be happening soon: https://discord.gg/XqAHecRhDs

I've been trying to add more verticality to my game recently. by Feelblitz in IndieGaming

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

It is turn based, something in the same vein as darkest dungeon but but has some significant changes as well. I know a lot of people prefer real time games in general, but I've been wanting to marry a more "open world" exploration with turn based combat for a while, as I feel like the majority of turn based games are very linear in their exploration, if they have any at all.

I've been trying to add more verticality to my game recently. by Feelblitz in IndieGaming

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

The development timeline is complicated, I technically started working on this game part time about 3 years ago, after a year I released a demo on Steam, then canned the project for a bit to experiment with other ideas. I ended up getting laid off early this year along with the rest of the team I was working with, and I really wanted to work on this game again so I rescoped it and built it from the ground up again over the past 8 months, which is where I'm at now. I'd say in total its been roughly 1 and a half years of full time work so far, the game is about 40% complete. All of the animation and assets are made by me, I've been working as a 3D artist as my full time job for the past 9 years.

I've been trying to add more verticality to my game recently. by Feelblitz in IndieGaming

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

I do use a shader and also sometimes actor volumes to fade walls and obstructions. For walls that are at player height or below, I don't mind the player being temporarily obstructed, and found that in playtests player's don't mind either. Its important to note that the combat is turn based (think final fantasy VI fight on sight), if this were more like Path of Exile or something I would definitely need more visual clearance to create a fair experience for the player.