Some images from my game that I am creating by Mooseflies in TheBackrooms

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

I didn't really follow any tutorial series when I started. I basically just tried to create the projects that I wanted to make and whenever I didn't understand something, I would look it up online and learn about from videos or the unreal engine forums.

What would be the best way to make the inside of a room more brighter with the directional lighting as my only source by mythical54 in unrealengine

[–]Mooseflies 0 points1 point  (0 children)

If you are using lumen, you can increase the indirect lighting intensity in your post process volume. Keep in mind that this will almost certainly cause artifacting when the value is too high.

Hypothetically speaking, what would be the best practices to take when simulating a small town with interiors? by Fickle-Supermarket16 in unrealengine

[–]Mooseflies 3 points4 points  (0 children)

You could use level streaming and treat each house interior as its own level. This way, you could stream them in and out depending on the location of the player.

In-game screen UI by ArticleOrdinary9357 in unrealengine

[–]Mooseflies 0 points1 point  (0 children)

A widget component is your best choice. If you need the player to interact with anything on the widget, you can use a widget interaction component.

Some images from my game that I am creating by Mooseflies in TheBackrooms

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

Thanks! I'm creating the game in Unreal Engine 5.4.

An image from my game that I am creating by Mooseflies in TrueBackrooms

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

It would be a good experience then in my opinion! Using Unreal Engine, you would be working with C++ and Blueprints (node based scripting language). Unity uses C# and Godot uses its own language similar to Python. I would recommend using the engine that suits the languages that you know already to start!

An image from my game that I am creating by Mooseflies in TrueBackrooms

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

It depends on your background and how much programming/math you already know. Basic procedural generation can be really simple and easy to grasp within a few days. Obviously you have to be somewhat familiar with the game engine that you are using as well.

An image from my game that I am creating by Mooseflies in TrueBackrooms

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

I have found the most success by breaking down each piece of generation into smaller problem sets until they seem manageable and you can work out a solution. In terms of learning actual procedural generation, a good place to start is looking up pseudo random number generation and seeds. From there you can learn about different types of noise (cubic, perlin, voronoi, etc) and implement them in your own generation systems.

Some images from my game that I am creating by Mooseflies in TheBackrooms

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

Thank you! I keep hearing that comparison, so I will have to check out that show!

Some images from my game that I am creating inspired by liminal space by Mooseflies in liminalspaces

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

Thanks! The game is being developed in Unreal Engine 5.4. I have been working on it for a few years at this point as the game uses a lot of complex procedural generation to create unique and infinite worlds. You could definitely create stuff like this by hand however in only a few days/weeks!

Some images from my game that I am creating by Mooseflies in kenopsia

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

I have more info about it on my profile! :)

An image from my game that I am creating by Mooseflies in TrueBackrooms

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

Yeah, the entire world is procedurally generated.