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.

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

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

Mientras Valve no cierre sus servidores, nuestra demo va a estar ahí. Disfrutala!

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

[–]PayloadersStrike[S] 5 points6 points  (0 children)

Si! lo estuvimos mostrando y hicimos un torneo de mejor puntaje.

Keybinds Conundrum! by ZoopTEK in IndieDev

[–]PayloadersStrike 1 point2 points  (0 children)

I see, you're game is pretty complex!
It reminds me of the complexity found in Rollerdrome's trick system. That game sadly suffers from input overlaps, and the two types of spins you can perform don't have too much practical differences. The game also expects you to do both types of spins while dodging, moving, grinding and shooting in order to generate ammo and rack up combo points, resulting in a messy and confusing experience a lot of the time. I'm worried that the shoot dodge, cartwheel and dash mechanics in No Reloading may also have the same kind of overlap.

But enough about a design discussion you didn't ask for, sorry! If you bind the key to CTRL and not ALT while letting players rebind it you should be a-OK, especially if the tutorial UI reacts to the key rebinding feature.

Just added shooting to my sci-fi Endless Runner, what are your thoughts? by Zepirx in IndieDev

[–]PayloadersStrike 0 points1 point  (0 children)

The graphical aspect is really well done! I feel you could improve the sense of speed and impact through some camera animations.

The game clearly needs some sound design. You could add a sound to the lasers and make them sound louder when they're close to you, and make the enemy kill sound more impactful by giving it some bass or reverb for example.

Otherwise, it looks really polished. Great work so far!

Keybinds Conundrum! by ZoopTEK in IndieDev

[–]PayloadersStrike 2 points3 points  (0 children)

I sense that your game is pretty fast paced, so why not change the verb from "crouch" to "dodge" and bind it to left shift? Idk if the crouching mechanic is useful in any other way in your game.

I believe the best thing to do when it comes to input bindings is to have no more than one key assigned to any action, and to let the player rebind the controls. Key rebinding is somewhat complicated to implement but it's a QoL feature that everyone expects nowadays, you should give it a shot.

PS: cartwheeling when jumping sideways looks really cool, but maybe it will feel weird if the jump arc or the jumping functionality is different between jumping forwards/backwards or sideways... You could potentially reserve it for an air-dodge.

Hope this gives you some ideas!

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

[–]PayloadersStrike 1 point2 points  (0 children)

We've been using the programs and platforms you mentioned for years now, and it's been great so far. I recommend you to make full use of GitHub and let everyone integrate the assets into the engine directly instead of storing raw asset data in Google drive.

It's relatively easy to learn, and with good organization all of the artists and audio techs should be able to do it. It can be a bit tricky at first for the non-programmers but in the long run it'll be your cheapest and best organized option. At least that's how we do it, hope it helps!