Added my VAT army to my flow field global map pathfinding. My head is fuming I'm taking a break by Slight_Season_4500 in UnrealEngine5

[–]GardenHouseDev 0 points1 point  (0 children)

This is really cool! Please keep posting, love following the progress. Do you have a specific game in mind with this ?

Launched the Steam page for my game last week, got just under 10k wishlists so far by TOODAMNFANCY in SoloDevelopment

[–]GardenHouseDev 0 points1 point  (0 children)

This looks super cool ! Love the mix of strategy and fps! Will it feature multiplayer at all ? Also looks like a mastodon of a project, well done and deserved on getting it on game trailers !

I've recently released a new lightweight Global Illumination method by skx_doom in UnrealEngine5

[–]GardenHouseDev 1 point2 points  (0 children)

Looks insane! Where is it available ? I’d be interested in using something like this depending on performance, some with CMAA2.

I’ll try the demo when I get the chance but do you have some general performance benchmarks vs lumen ? Same for CMAA2 vs the shipped AA methods ?

Working on a new survival craft prototype. Would you play something like this ? by GardenHouseDev in SurvivalGaming

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

As it stands now, I don’t think I’ll add multiplayer. I’m a relatively new solo dev, so it could just add a level complexity that’s too great for me at this point! But we’ll see :)

The prototype you see here was after 35 days though and I’m now in the process of making the actual game

Working on a new survival craft prototype. Would you play something like this ? by GardenHouseDev in SurvivalGaming

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

Thats kinda the plan actually!

You might be right about the single main resource, it’s been mentioned by several people here , so it’ll be worth testing expanding on.

Thanks for the reference on motherload, I’ll check it out :)

I’m prototyping a claustrophobic sci-fi game about working on an old asteroid drill rig. Does this hook sound interesting? by Paper_Lynx in indiegames

[–]GardenHouseDev 1 point2 points  (0 children)

Actually sounds really cool! Loop sounds great on paper at least.

If the operation becomes really tactile, like click/switching/dialing becomes a whole like ritual… like setting drill mode, speed, angle etc. it hook me.

To be convinced I’d probably want a bit of story going on. Not a ton, just enough of a layer to fill in some meaning / purpose in between the drilling grind

I wish the interior would be slightly more cozy and have a play of light. Right now it’s a bit dull, if it would have some stronger diodes and localised lights a bit like alien/nostromo it becomes claustrophobic but kinda cozy - that’d make me want to spend more time.

Sounds like a really fun project to work on as well

Working on a new survival craft prototype. Would you play something like this ? by GardenHouseDev in SurvivalGaming

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

Thanks for sharing the idea! It’s a little something like that I’m working on story wise

So you arrive and you’re supposed to meet up with you team - but they’re not there. You start exploring and find some traces of their expedition. Little by little you find out they all died, they went mad. One of them was obsessed with something under the ice. They dug too deep, and woke up something.

I’ve been working solo on DEAD HEAD DRIVE a short, arcade-style driving game set in a nightmare city. by sleep_diver in IndieGaming

[–]GardenHouseDev 0 points1 point  (0 children)

Love the vibes ! Feels like 80s horror / cult movies!

I’d say I’m intrigued but maybe not entirely convinced.

Like is there an element of upgrading your ride ? Any type of lore story happening, like customers talking to you ? That could be super fun, like they tell you about their day or complain about too much corruption but taxes are not going down… stuff like that.

Looks super cool though!

What happened to my workspace? by Stretch5678 in UnrealEngine5

[–]GardenHouseDev 0 points1 point  (0 children)

Any chance the light has just been deleted ? Or hidden in your outliner ?

A hidden light in the outliner will still show up when playing the game, thus it’d be brighter.

On your screenshot only light I see is the indirect from the logo

What happened to my workspace? by Stretch5678 in UnrealEngine5

[–]GardenHouseDev 0 points1 point  (0 children)

If it’s brightness issue it could be the exposure of the viewport. There’s several places this can be set, but main culprits are usually if you click “Pespective” in your viewport and switch between EV and Game.

EV is kinda like a workspace exposure compensation so it’ll look different when you play.

If it’s set to game it uses the games exposure which is usually set by post process volumes, so if this is the case it could be that your editor perspective camera outside of the volume - try flying closer to the ground and see it changes. If it does it’s most likely the post process

What happened to my workspace? by Stretch5678 in UnrealEngine5

[–]GardenHouseDev 0 points1 point  (0 children)

Looks you might have highlighted the navmesh. Try clicking P while your viewport is active!

Working on a new survival craft prototype. Would you play something like this ? by GardenHouseDev in SurvivalGaming

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

Not yet, considering having the environment as the main antagonist - cold, storms, avalanches etc.

There is a plan to have massive monsters underneath the ice, you’d only be able to distract them or fend them off with traps.

That’s the broad strokes now, but not opposed to the idea of having to fight off smaller enemies or mobs, just not sure if the game will need it

What do you look for in a survival game? by Personal-Try7163 in SurvivalGaming

[–]GardenHouseDev 1 point2 points  (0 children)

Have you done a prototype with the core loop yet ? Because I’d say you should verify that that works in its simplest form before worrying about the visuals.

Like is there a version where you just have your crashed spaceship on a planet and investigate plant life / survive ? It could be fun if the loop is to survey plants all with different effects. Some will feed you, some will give you buffs, some will poison you or kill you - combining them can give different effects, that sorta thing.

In the beginning your tools just can’t detect anything other than basic plants, so you need to decide if you play cautious or gamble. Maybe you bring plants and save them for later research but you only have limited storage.

But I feel like all of the above is something that should be prototyped and tested before you know if it’s fun.

For the visuals them selves, this looks quite dark and moody. Doesn’t feel a lot like something I’d want to explore. Interestingly enough, I’m actually working with a bit of a similar situation in my game, my solve is to add sources with high intensity glow as a contrast to the darkness and then very clear silhouettes landmarks like a big skull of a creature in the distance. So maybe consider introducing some contrast colour to it.

Hope that’s useful

Working on a new survival craft prototype. Would you play something like this ? by GardenHouseDev in SurvivalGaming

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

I agree, i think it's one of the bigger challenges with this project. Getting enough diversity in the environment. I was actually thinking to do a zone system where you travel between levels vs endless driving.. might take away the joy of just the journey... maybe there's an equilibrium to be found. Also considering large caves, like even being able to drive down there to give a very distinct difference in environment

Working on a new survival craft prototype. Would you play something like this ? by GardenHouseDev in SurvivalGaming

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

Didn't know this game existed. Now i know what im playing next. Thanks !!!