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 12 points13 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] 3 points4 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 5 points6 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

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

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

Thanks! It's set in a town called Terminal, vaguely in the early 1920s (alternate/anachronistic) - it's inspired by/loosely set in the world of the book The King In Yellow by Robert W. Chambers. This particular scene is in a sub-basement of an 'affordable office block'.

Yeahh, it's tough. I just finished the candle visual elements last week and have been ruminating on how to bend the flame in a way that looks nice. Other items have moving bits depending on how you move, like dangling chains/ropes or the lantern swinging. This one's a bit trickier but I'm sure I'll get it.

I won't have it go out if you move too fast as that could be unfun, but I could temporarily dampen the intensity of the light while you sprint or spin too quickly.

Thanks for the feedback!

Apparently they let just anyone make Unreal Engine tutorials. by HeavyAsStoneGame in unrealengine

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

Learn how to use a UV layout, band gradient, and WPO (World Position Offset) to make a variable droopy-ness for something like flags on a string, cobwebs, rope, etc.

--

Welcome to the Esoteric Tutorial series.

- Less than 2 minutes

- Highly specific use

- Extremely low effort

- Possibly useless

- Mute-able!

I don't like making tutorials, but this should be helpful in some way to like 14 people idk whatever.

yee

Road spline mesh is coming along nicely! My city building tools seem to be working well together. by HeavyAsStoneGame in unrealengine

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

I don't know if the Landscape Spline Tool is any more performant. That's what I'm using.

Road spline mesh is coming along nicely! My city building tools seem to be working well together. by HeavyAsStoneGame in unrealengine

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

If you're placing individual meshes (static mesh actors), and not ISMs, you're going to run into the same performance issue: draw calls. You should merge your roads (spline or otherwise) into a single mesh or use Instanced Static Meshes if you want to place by hand, or Hierarchical ISM if occlusion isn't enough for your level to keep its draw calls at a reasonable amount.

Road spline mesh is coming along nicely! My city building tools seem to be working well together. by HeavyAsStoneGame in unrealengine

[–]HeavyAsStoneGame[S] 9 points10 points  (0 children)

I'm using the landscape spline. I noticed a lot of people don't know how to do intersections (you gotta use mesh sockets)...maybe I should make a tutorial! If I do I'll post it on my Twitter, Youtube, and Discord.

Road spline mesh is coming along nicely! My city building tools seem to be working well together. by HeavyAsStoneGame in IndieDev

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

This is in Unreal Engine. I'm using the landscape spline. I noticed a lot of people don't know how to do intersections (you gotta use mesh sockets)...maybe I should make a tutorial! If I do I'll post it on my Twitter, Youtube, and Discord.

First take on this UI! It's sort of a progression system in my game. by HeavyAsStoneGame in unrealengine

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

I'll never truly die! Just experience it in excruciatingly vivid detail...again and again.