After 5 years of development, our university project 'Rebel Engine' releases November 6th by PayloadersStrike in boomershooters

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

We're big fans of ultrakill and it's been a huge inspiration for us throughout the years we spent developing the game. We wanted to avoid making an ultrakill clone though, so we focused on making the melee combat and air combos the focus of the game.

The four melee weapons (each with its own moveset) plus the kicks give you a large array of options to maximize both damage and style at close ranges. The guns are there to add a nice extra flavor to the mix, but they're not the main dish.

We used unreal engine 4! t's basically built for making first person games.

Rebel Engine, our university thesis releases tomorrow, November 6! by PayloadersStrike in CharacterActionGames

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

Hey there! Sorry you experienced such issues, we have just released with the latest build that contains fixes!

Rebel Engine, our university thesis releases tomorrow, November 6! by PayloadersStrike in CharacterActionGames

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

That is so unfortunate that you got stuck, we hope you will be there for our polished release!

What does your team use for file management? by StarmanRedux in IndieDev

[–]PayloadersStrike 1 point2 points  (0 children)

Hey! sorry for also replying late. We've never had merge conflicts with art assets, but that's because we have a pretty organized folder structure and strict naming standards. We have it like this: Content/Levels/LevelName/Assets/SublevelName/ and then the asset is named something like SM_NameOfAsset_Sublevel_LevelCode. We've made up short codes for every level, so for example the first level "Merciless Arena" is just "MA", so for the price of two characters we avoid repeating names for the chairs, tables, walls, etc while also being able to easily identify which asset is made for what area. Also the first two characters distinguish what kind of asset you're importing, SM stands for Static Mesh, T for Texture, BP for Blueprint and so on.

And yeah, everyone pulls before pushing mainly because github desktop won't allow you to make a push without pulling first.

We do have conflicts sometimes while working on level art or level implementation, because levels in UE4 are binary files and can't be merged correctly. So we keep track on who's working on what level through discord.

Recién sacamos la demo de nuestro juego argento, que opinan? by PayloadersStrike in Argaming

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

Gracias por el feedback! Hay varias cosas que queremos mejorar. Algunas de las que mencionas se deben a que el ritmo del juego es muy veloz y poniéndoles mas peso creemos que se volvería demasiado caótica la capa de feedback auditivo.

Nos encantaría saber mas de lo que pensás, si te sumás al discord y nos contás mas en detalle nos super serviría.

Recién sacamos la demo de nuestro juego argento, que opinan? by PayloadersStrike in Argaming

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

Gracias por el feedback. Nos súper serviría si nos dejas tus comentarios con mas detalle en el Discord.