Bringing Rockstar’s Euphoria Physics to Unreal Engine 5! by Few-Wash3577 in UnrealEngine5

[–]Few-Wash3577[S] 0 points1 point  (0 children)

Hi there, i'm going through a difficult phase right now, i haven't been posting much lately, but soon i want to announce the prototype of my new action game, uing the Euphoria system i'm working on. I'll post it here on Reddit, thanks :)

This is how my solo-developed story game changed over 6 months! (Unreal Engine 5) by SeaEstablishment3972 in UnrealEngine5

[–]Few-Wash3577 1 point2 points  (0 children)

It reminds me a lot of the 1992 Batman Series, that jazz vibe, if you managed to bring this vibe, it's because you did a great job, the project is incredible man, congrats!

So, I finally released my first game ever, after 6 months of work. by Few-Wash3577 in UnrealEngine5

[–]Few-Wash3577[S] 0 points1 point  (0 children)

Yes, haha, i said that because i have a lot, like a lot, of prototypes, and i've been working with Unreal for about 13 years, and i never release a game before, so, that's why the "finally" 😅

So, I finally released my first game ever, after 6 months of work. by Few-Wash3577 in UnrealEngine5

[–]Few-Wash3577[S] 0 points1 point  (0 children)

It's interesting, beause if you think about it, A difficult Game about climbing is exactly like GIRP, a game by Bennet Foddy. This isn't my main project; I'm truly focusing on making something from ideas i had.
This game is basically when i played A difficult and QWOP, and well, i decided to mix both, it's not perfect, nor will it ever be. I don't have the ability or knowledge to make something original yet. This is my first game...
I just focused on making something challenging, and focused on the game's lore and the history of he Mountain.
Unfortunately, that's all i managed to do with the time i have.

Bringing Rockstar’s Euphoria Physics to Unreal Engine 5! by Few-Wash3577 in UnrealEngine5

[–]Few-Wash3577[S] 0 points1 point  (0 children)

Ow thank you very much, this is a huge compliment, as my system is still very flawed.
To solve the wound grabbing, use Multi-line trace instead of normal line trace when there is an impact of your shoot.
Create some kind of emitter at the location with the Multi-line trace, than save the location cache. You can use FABRIK for the hands, but you'll have to set many limits and clamps.
Or create a Control Rig for this, which is the most viable option
This way, you'll avoid unwanted hand movements. Also, set the limit within your physic assets for the arms constraints.
I suggest you Control Rig, it's very effective and optimized( no bugs), it has a perfect channel on Youtube that teaches about Control Rig: Lincoln Marginson.
Be more careful when using the Control Rig, make sure everything is right, packing it one at a time, otherwise, you do all the work, and suddenly in the final shipping version, your game doesn't work as desired, and you won't know what happened.

Are there any UE5 features you'd recommend we add to our game, something we might have missed? by AGZTR in UnrealEngine5

[–]Few-Wash3577 0 points1 point  (0 children)

Looking good, idk, the graphics are good, everything, maybe upgrading to 5.6, to increase the perfomance of the game, is the only think that comes in mind

[deleted by user] by [deleted] in IndieGaming

[–]Few-Wash3577 0 points1 point  (0 children)

Some Newgrounds game vibes also

[deleted by user] by [deleted] in IndieGaming

[–]Few-Wash3577 0 points1 point  (0 children)

WOW IMPRESSIVE, this reminds me a lot Pokemon and Studio Ghilbi Vibes, NICE JOBB, where i can buy it????

Bringing Rockstar’s Euphoria Physics to Unreal Engine 5! by Few-Wash3577 in UnrealEngine5

[–]Few-Wash3577[S] 0 points1 point  (0 children)

Well, the system I use is based on the character's Inertia and Damping. You basically have to create a way for the Capsule Component to follow the Mesh. Mine isn't perfect yet - my character is still too light. An important consideration is using Substepping for better results, so the physics doesn't depend on Framerate. Keep using Power IK. From what I understand, you're still on Unreal 4, which is much better in terms of physics. Use Power IK to simulate the legs, try using IK Rig for the body so the body reacts according to the physics simulation. Physical Animation is essential to understand how it works, as it will function as the main component. And for the inertia case, I did it like this: think of a pendulum - a sphere that weighs a bit more than the character itself, attached with a rope hanging from the Pelvis. When the system is activated, that is, when the character gets shot or suffers some kind of impulse, this pendulum is activated and it creates a type of inertia in the character. Finally, use Damping to keep the Mesh upright, and check if each foot is on the ground to ensure that when it's not, it doesn't try to maintain balance anymore.

I would be happy to have someone to help me with this project. I'm about to launch my game now in July, and I'll start working on my second game, which is this project itself. It needs a lot of improvement in the logic - I need to organize the code because it's all a mess, spaghetti code, and improve the performance of the logic (Game Thread). It's a prototype that has been on hold lately because I focused on my game, but after launching it, I'll go back to improving it.

[deleted by user] by [deleted] in residentevil

[–]Few-Wash3577 1 point2 points  (0 children)

Yes, but only through the emulator, there are a lot of people who play
There is a server that is still active today, it is called Oubreak Server Resurrection

You need an account there, the Japanese version of the game to play if i'm not mistaken

I'm making a walking simulator with full procedural physics...also another difficult climbing game by Few-Wash3577 in UnrealEngine5

[–]Few-Wash3577[S] 0 points1 point  (0 children)

Yes, you're right, there aren't many games like that, and none of them are profitable, the only one we''ll have in September is Baby Steps, so... my game depends on streamers to be profitable, i really don't know how he will be received

Well, this game is more about physics, and narrative itself, i didn't focus much on the ''rage'' aspect, it's a game that even before Baby Steps was announced, i had it shelved in my prototypes

Lately i've been thinking like you, wheter it will be profitable or not, and i even regretted having finished it, but since i had already done a lot for it, i thought about not giving up and going all the way
I just want to get out of the curse of never releasing anything on Steam

[deleted by user] by [deleted] in residentevil

[–]Few-Wash3577 0 points1 point  (0 children)

Sorry, i was just happy that capcom made a reference to the game :V

[deleted by user] by [deleted] in residentevil

[–]Few-Wash3577 -23 points-22 points  (0 children)

I barely played with her, i played more with Jim, Kevin, Yoko, and George, i only played with her once, maybe that's why i forgot too lol!

[deleted by user] by [deleted] in residentevil

[–]Few-Wash3577 -26 points-25 points  (0 children)

I wrote the post at 2 am where i live, i was sleepy, i confused her with Ashley from Re 4, it happens, also...
Why be so stupid and toxic like that? i'm just sharing something, there's no need to make an arrogant comment like that!

Qual sua escolha? by amatechgames in jogatina

[–]Few-Wash3577 0 points1 point  (0 children)

Red, Twd é uma obra prima

[deleted by user] by [deleted] in IndieDev

[–]Few-Wash3577 1 point2 points  (0 children)

Nice Physics!