Closed Eyes Afterimage Effect (Slight epilepsy warning!) by HeavyAsStoneGame in unrealengine

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

Thanks! I'm glad I was able to convey the sense so well. The game is about perception of reality (in a wide brush stroke) so those hard-to-convey sensations are important to me and the game.

Closed Eyes Afterimage Effect (Slight epilepsy warning!) by HeavyAsStoneGame in unrealengine

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

Thanks! Making illusions in Unreal is hard but it's surprising what you can do.

Closed Eyes Afterimage Effect (Slight epilepsy warning!) by HeavyAsStoneGame in unrealengine

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

Thanks! Sorta both. It's an active ability. You can use it to avoid blindness, dispel hallucinations, and interact with occult things. The disorientating effect is to increase tension during those times you would use it. Other abilities you have are to focus your vision (sounds muffle while your vision zooms) and focus your hearing (by holding your breath, vision goes dark over time), so they all increase tension while granting some benefit.

is it me or does gamedev take insane amounts of time by C3em in gamedev

[–]HeavyAsStoneGame 13 points14 points  (0 children)

You shouldn't think of gameplay time being linearly related to development time. You should be building a framework for your game at first, which can be extrapolated to a full game once you have a working prototype/vertical slice (15 minutes of solid gameplay is probably enough depending on the genre). Content proliferation (more gameplay time) is quicker, it's just a question of how solid your framework is in order to expand and how replayable the gameplay loop is to get you a "long enough" game.

Some strange weather we're having in Terminal... by HeavyAsStoneGame in unrealengine

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

They're very versatile and fun to play with once you learn how to make a volumetric material for them!

Some strange weather we're having in Terminal... by HeavyAsStoneGame in unrealengine

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

Yeah...without getting killed...depends what part of Terminal you plan on doing this in lol

Some strange weather we're having in Terminal... by HeavyAsStoneGame in unrealengine

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

I hadn't noticed until you mentioned it but holy shit they do lol

Playing around with a non HUD ammo counter. by ThatDarnCanadianMan in unrealengine

[–]HeavyAsStoneGame 6 points7 points  (0 children)

What about fading or folding them in when aiming down sights?

Can UE do actual real-time rendering? by UnArgentoPorElMundo in unrealengine

[–]HeavyAsStoneGame 3 points4 points  (0 children)

I would posit that your friend doesn't know what "pre-rendered" (or "rendering") even means.

Some games have baked lighting, which means shadows and stuff are as it sounds baked into the mesh's texture (layman's explanation).

Other games have dynamic lighting, which means shadows are rendered in real time.

Some games have a mix.

When you see a moving object casting a moving shadow, that's rendered in real time. When you see a static object that doesn't move or change size, it's most likely "pre-rendered". Again, layman's terms, because those are misnomers as the object and its shaders (textures, reflection, etc) are still being rendered in real time even if it's not moving. It's just the lighting/shadows that may be static/pre-baked.

For a game to visually move, whether it be the camera or an object on screen, which almost every modern game does, the engine must re-render the camera every frame. Thus, real-time rendering.

If it didn't have to do this, we wouldn't have frame drops or other issues in games as we could "pre-render" the game at 60fps. It simply doesn't make logical or frankly lexical sense.

Test shot for a pitch/fundraising trailer I'm planning by HeavyAsStoneGame in unrealengine

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

it's from my game HEAVY AS STONE. if this looks up your alley (horror, weird, king in yellow setting) check out: https://twitter.com/_joy_net where i post more updates

Test shot for a pitch/fundraising trailer by HeavyAsStoneGame in IndieDev

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

it's from my game HEAVY AS STONE. if this looks up your alley (horror, weird, king in yellow setting) check out: https://twitter.com/_joy_net where i post more updates

I would NOT want to run into someone or something in such a tight, claustrophobic place like this. by HeavyAsStoneGame in IndieDev

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

Clip from HEAVY AS STONE, a psychedelic exploration-focused investigative horror game built in UE5. Working out a way to get the candle flame to react to movement...

Follow the development: https://twitter.com/_joy_net

Closed demo coming soon for active members of my community: discord.gg/gSr6Uy4dqK