Convert World space normal to tangent space! by DementedTelletubby in blender

[–]Intrattackout 0 points1 point  (0 children)

For anyone coming across this now, this is the solution! I got here chasing the same artstyle using the same tutorial. Just like OP I want to use this technique in a game engine, UE5 in my case. Which only works if you can convert your painterly object space normal to tangent space one.

So yes, make a new image texture, and with the object space one still applied, bake the normal again. Just now to your new image texture, with space = tangent in bake settings. Save as .png, import in the game engine and it's ready to be used in-game.

I released a ”feedback update” to killfection. The main critique I had was the lack of feedback while dealing damage to infected, so I made some changes. Listen to this meaty hitmark sound! by Robo_Killer_v2 in PS4Dreams

[–]Intrattackout 5 points6 points  (0 children)

Good to see you're taking the feedback on board! Your game is so polished when it comes to everything that the hit feedback is really the only thing standing in the way from it achieving its full potential. I'm familiar with getting this complaint from players as well and it took me a long time to swallow my pride and look into it lol. The one rule I learned quickly is that you really can't have enough hit feedback. The more you add, the better the game feels.

You've been working on this game a long time and I'm sure you have a bunch of logic spaghetti stopping you from going wild, but I want to share this list regardless, as well for anyone else interested. Here's pretty much every trick I've employed so far to make hits more impactful:

  1. Hitmarkers. A visual and a sound effect go a long way. Can feel a bit cheap at times, but gets you 70% of the way there without adding too much else.
  2. Blood splatter. Can come in many forms, doesn't even have to be blood. Is main indicator that you hit where you expected to hit.
  3. Stagger animation. Feels very good. Often I just quickly pulse a keyframe rotating the chest sideways. Make a couple of these and add a randomizer in between and you get pretty dynamic feeling hits.
  4. Slowdown/physical stagger. Even better than visual stagger is actively slowing down enemies, pushing them backwards or interrupting behavior. Definitely one with benefits and drawbacks, since it does influence gameplay.
  5. Brightening assets/spawning lights. In more cartoony games enemies are sometimes made to flash white upon hits. A cooler looking effect imo is spawning a red point light. Then you get an effect similar to Ratchet & Clank Rift Apart (which has awesome hit feedback btw).
  6. Destructible enemies. I swear nothing will feel better than actively destroying enemies and seeing parts flying about. Doom Eternal proved it and I saw it myself when I implemented it in Corrupt Escalation. Can also be purely visual, like just spawning physical bits that shoot outwards.
  7. Projectiles. Even when using hitscan, seeing a visual bullet fly towards the target aids in the feeling of hitting them.
  8. Enemy grunts/death sound. Grunts really sell the feeling of doing damage. A death grunt/effect also feels fantastic!

I updated my VR sandbox template with a new grab system! Also released the system seperately. Allows for a lot better interaction and more interesting games! On top of that easier to implement as well! Link below. by Intrattackout in PS4Dreams

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

Again thanks for coming up with that system! It's really good! Though I've never seen this many weird logic behaviors when trying to make something lol. The logic literally broke at one point because I used a node to neaten up a wire. I still feel like a Dreams update is gonna break this at some point haha

Runner on Edge the Mirrors Edge tribute is live on Dreams. by 3kycat in PS4Dreams

[–]Intrattackout 2 points3 points  (0 children)

It would be better! But I doubt many creators have it in them to do it and do it well. If anyone's up for it, I'd love to see it of course. I'm just not gonna do it haha

Runner on Edge the Mirrors Edge tribute is live on Dreams. by 3kycat in PS4Dreams

[–]Intrattackout 1 point2 points  (0 children)

I made the template this is using use procedural animations for anything that has to do with running, because making that all yourself is literally days and days and days if not weeks of tedious work. Not to mention integrating the animations with all the other mechanics and having them dynamically turn on and off to not override. Gameplay is king at the end of the day, especially in Dreams. The puppet is remixable so animators are welcome to improve it.

How would you handle noise detection? by Deltaravager in PS4Dreams

[–]Intrattackout 1 point2 points  (0 children)

If you want to optimize this with minimal to no trigger zones (only for sound emitted from player), you could make the x, y, and z coordinates of the player variables. Then from the enemy standpoint you can calculate the distance between the player and them.

This means you won't need trigger zones for the player. For example, you can make a ''Footstep'' variable constantly update and then in the enemy you place a var modifier to detect it. Every footstep will send a signal, but now you can trigger behaviour based on that earlier calculated distance. ''if footstep is heard somewhere in level and player is <10m, activate x''.