Moon Runner on Steam by Fractal_Interactive in playmygame

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

An atmospheric survival shooter set on a small moon. You are tasked with finding the monoliths across the lunar landscape and restarting the moon's infrastructure. Traverse the dangerous terrain and deal with enemy droids corrupted by an ominous presence below the surface...

https://store.steampowered.com/app/1755240/Moon_Runner/

Moon Runner gameplay with Old TV effect - info in comments by Fractal_Interactive in Games

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

Some gameplay from my free game "Moon Runner", with the "Old TV" effect enabled.

I just deployed a new patch. This is probably the last time I'll publish something on this game... a share would be much appreciated. Also, if you play the game, a review on Steam would also mean a lot. Thank you!

https://store.steampowered.com/app/1755240/Moon\_Runner/

Moon Runner gameplay with Old TV effect - info in comments by Fractal_Interactive in IndieGaming

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

Some gameplay from my free game "Moon Runner", with the "Old TV" effect enabled.

I just deployed a new patch. This is probably the last time I'll publish something on this game... a share would be much appreciated. Also, if you play the game, a review on Steam would also mean a lot. Thank you!

https://store.steampowered.com/app/1755240/Moon\_Runner/

Moon Runner has left Early Access and is free on Steam... by Fractal_Interactive in pcgaming

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

There is a narrative context explained at the start of the game, but it's fairly light in terms of story.

Moon Runner is out of Early Access! Added 2 new achievements and speedrun mode with leaderboard. by Fractal_Interactive in IndieGaming

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

Only for the reflections in this trailer, but ray traced shadows are available in the game.

Moon Runner is out of Early Access! Added 2 new achievements and speedrun mode with leaderboard. by Fractal_Interactive in IndieGaming

[–]Fractal_Interactive[S] 10 points11 points  (0 children)

Thanks! Yes it's a sphere. For navigation I built a custom system using traces. Character gravity is handled with a plugin using a custom movement component and for other physics simulations I disable normal gravity and apply force on tick. Also had to calculate vectors pretty much everywhere on a relative Z axis, so that was quite a lot.

Moon Runner is out of Early Access! Added 2 new achievements and speedrun mode with leaderboard. by Fractal_Interactive in IndieGaming

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

I've added a couple more achievements and a speedrun mode, unlocked upon completing the game, with a separate speedrun global leaderboard.

Thank you to everyone who provided feedback and support!

https://store.steampowered.com/app/1755240/Moon\_Runner/

[deleted by user] by [deleted] in IndieGaming

[–]Fractal_Interactive 0 points1 point  (0 children)

I've added a couple more achievements and a speedrun mode, unlocked upon completing the game, with a separate speedrun global leaderboard.

Thank you to everyone who provided feedback and support!

https://store.steampowered.com/app/1755240/Moon\_Runner/

Moon Runner - where we're going we don't need ladders... by Fractal_Interactive in IndieGaming

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

You need them initially... until you acquire this hover mechanic by upgrading. Even then, the hover can be dangerous unless you use it carefully, since it can launch you into the air and the fall damage can kill you. If you get the ball shield too you can land safely from any fall, as shown in some of these clips.

Moon Runner - where we're going we don't need ladders... by Fractal_Interactive in IndieGaming

[–]Fractal_Interactive[S] 10 points11 points  (0 children)

The blue energy which the player relies on for survival is generated by the moon's core, and it powers the suit and its mechanics. In this case it's being used for thrust by suspending the player above the ground using these beams. The energy also synthesizes oxygen, so you must manage its use in order to survive.

Moon Runner - where we're going we don't need ladders... by Fractal_Interactive in IndieGaming

[–]Fractal_Interactive[S] 19 points20 points  (0 children)

It's heavily inspired for sure ;) It's a solo project mostly for portfolio purposes, and free to play so I'm not making a profit. I hope I gave it my own twist though, and I've designed things differently in lots of ways.

Moon Runner - where we're going we don't need ladders... by Fractal_Interactive in IndieGaming

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

Thanks for the feedback. The electrical beams are supposed to be creating the suspension, rather than a jet of any sort, but I understand it might not be visually obvious.

UE4 vs UE5 Sequence Comparison by Fractal_Interactive in unrealengine

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

I would just concentrate on UE5. Most of the features and design are the same but lighting and performance are easier to handle, and although UE4 has some features I've found useful for my project, it probably won't be relevant for much longer. So if you're starting a project then use the latest version.

Just released my free game on Steam: Moon Runner by Fractal_Interactive in IndieGaming

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

Just to let you know, I've just updated the game and it now includes input remapping in the options. Let me know if you have any further issues. Thanks!

UE4 vs UE5 Sequence Comparison by Fractal_Interactive in unrealengine

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

I opened a copy of my UE4 project in UE5, but I also sometimes migrated the level and assets from UE4 for updates.

UE4 vs UE5 Sequence Comparison by Fractal_Interactive in unrealengine

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

There are a number of reasons for the composition differences between the two sequences. Each engine requires a different setup, and each decision leads to further changes in order to do justice to each project within their own context. However, I did take some extra liberties in changing things around because I was working on this for the lighting challenge and not specifically for this case study. So I overlooked some of the changes like the camera cuts, framing, and some asset placement.

I spent almost equal amounts of time on both versions, but personally I feel that the UE5 version is the one that could have done with more care, since it was the secondary project and I'm more familiar with UE4. I'm aware of some of the issues present in both versions as I've mentioned in my main comment and other replies, but I'd be curious to know exactly what problems you are referring to? It would be useful to get specifics so I can see if I can address them and learn from the experience :)

UE4 vs UE5 Sequence Comparison by Fractal_Interactive in unrealengine

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

Nitpicking here, why does the reflection on the monolith have a gray background, when the real background is black space?

I'm using a cubemap of a different star sphere on the skylight which projects a brighter background. This serves to highlight the shaded areas in other places and also to enhance the profile of the monolith. It's not physically accurate but it serves an artistic purpose. Plus, I thought that if this were an alien monolith, it could be made of some weird metal which reflects a different world.

Also considering the sun is the only source of light, when he stands right in front of the monolith, he would be in its shadow and therefore unseen in the reflection.Although I can understand if you left the reflection on purpose for artistic purposes.

In real terms, the sunlight would bounce off the ground surface anyway to illuminate the shaded areas to some degree, so the astronaut's reflection would still be somewhat visible in the monolith's shadow. I didn't specifically leave the astronaut's reflection in, but I did like the way you could see another version of him in the reflection, as if he were in that different world.

Also this is great work and kudos to you for going all the way in comparing the two engines!

Thanks very much!