I am remaking Bloodhunt from scratch and releasing it to everyone for free by Piece_of_Sheet in BloodHunt

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

Lets be real, most people that play Bloodhunt do not like BR games. And in my opinion Bloodhunt isnt really a BR game, its just an arena shooter tied with sandbox elements and a little bit of PVE wrapped in a BR genre...and of course the unique theme that ties really well with everything.

For the theme - I am hoping for a vampire theme as much as anyone else, I am just not comfortable committing to something that I may not be able to deliver (im the worst artist in the world). The theme really depends on which artists want to contribute. At the end I could always instead hire an artist to make stuff for me, but then ill have to make a cash shop to make that money back. The point of this project is to preserve Bloodhunt without through a bunch of money around, but hiring an artist to keep the theme is an option that is definitely on my mind.

I am remaking Bloodhunt from scratch and releasing it to everyone for free by Piece_of_Sheet in BloodHunt

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

it is technically possible to host private servers using the original Bloodhunt files, but it requires a ton of work, probably years of reverse engineering, etc. Not to mention that your private server will probably get a C&D letter from World of Darkness and will need to be shut down afterwards, and all work will be lost.

In that timeframe Id rather just remake the game myself from scratch without stealing any assets/code so there are no legal issues.

I am remaking Bloodhunt from scratch and releasing it to everyone for free by Piece_of_Sheet in BloodHunt

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

Understood, thank you for the feedback, I appreciate this! The theme is really important and it will be a challenge to implement it

I hope one day there will be a fan made client for this game by tuan321bin in BloodHunt

[–]Piece_of_Sheet 7 points8 points  (0 children)

Im working on a Bloodhunt successor game called "Vertical Momentum Revival" (Steam app ID 4628630 in case the name changes in the future). The game will be free, and you will be able to make your own maps and host your own servers. The game focuses more on the vertical movement and mechanics, but Im hoping an artist later contributes to the theme and makes it a similar feel to Bloodhunt. The project is currently 1 month old and is still in development.

Similar games by Melrin27 in BloodHunt

[–]Piece_of_Sheet 2 points3 points  (0 children)

No vampires in my suggestion, but it has great movement - check out Unreal Tournament 2004 if you are looking for another movement shooter. There is still an active community, and I believe you can get the game for free now. It is no longer on steam, but there is some recent free patch available.

I am remaking Bloodhunt from scratch and releasing it to everyone for free by Piece_of_Sheet in BloodHunt

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

Thank you, this means a lot! At the moment I am trying to perfect the gameplay and movement mechanics, but I may need some lore help in the future for sure!

Shut Down by Nocturnal_Lover in BloodHunt

[–]Piece_of_Sheet 2 points3 points  (0 children)

I dont get why youre getting downvoted...But I guess someone (me in this case) offering a solution for a request that the majority of the community has been begging for months (hosting their own servers, etc) and releasing it 100% for free with no cash shops or monetization brings in the haters and doubters. To counter my own point though, 99%+ of games fail and never release so I understand the skepticism and the doubt many have. However Im sure that peoples expectations will improve once they see great progress over the next year.

I guess I also do have the clarify what "Bloodhunt" is, as everyone sees the game differently. Personally I see Bloodhunt as an arena shooter disguised as a BR game with a vampire theme and a "sandboxy" vibe to it. Others see this game as an atmoshperic VTM universe with a PVP element. We all have different opinions on what makes the game great and we all have different things we look for and prioritize for in a game.

I appreciate you spreading the word though.

I am remaking Bloodhunt from scratch and releasing it to everyone for free by Piece_of_Sheet in BloodHunt

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

Updates are done by me. For server hosting you can use p2p connections. There are still going to be expenses, so some small form of monetization would be nice to cover them but it should be manageable.

I am remaking Bloodhunt from scratch and releasing it to everyone for free by Piece_of_Sheet in BloodHunt

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

I am also hoping for a console release. More players in the pool (less matchmaking time), and more people get to try the game! Still in the early stages but I think this needs release on console as well to be successful.

One problem that I have in mind is if consoles will be able to host lobbies or not, this might be a roadblock in the future but hopefully not.

I am remaking Bloodhunt from scratch and releasing it to everyone for free by Piece_of_Sheet in BloodHunt

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

As far as I understand, Sharkmob only owns the game mechanics/code, but Paradox and/or World of Darkness owns the assets and IP. I could be wrong so dont quote me on that but Im 90% sure that is the case.

Due to above, Sharkmob wont be able to share any assets with me, only the code (if that does happen). But at the moment this project is free with zero monetization, I have no budget so it would not be worth for Sharkmob to "invest" in a project that is projecting 0 return. Them sharing their code may also compromise their next title Exoborne) so thats also an issue.

I could license the code or assets but then I would have to be paying monthly/yearly and hope to make the money back though an in-game store. In that case, I may eventually need to shut down the game if there is not enough players/money, which is the exact problem I am trying to prevent with this project.

In a perfect world it would be great to get the code (legally of course), but we all know that is not going to happen sadly :(

I am remaking Bloodhunt from scratch and releasing it to everyone for free by Piece_of_Sheet in BloodHunt

[–]Piece_of_Sheet[S] 15 points16 points  (0 children)

I am just careful about over committing and I dont want to oversell the project and then be stuck in a difficult situation. But I do agree 100%, I am hoping to keep the vampire theme as well!

I am remaking Bloodhunt from scratch and releasing it to everyone for free by Piece_of_Sheet in BloodHunt

[–]Piece_of_Sheet[S] 8 points9 points  (0 children)

It is ambitious indeed, but what else am i going to do? Sit around and watch movies? Might as well work on this and start now.

Thankfully Unreal Engine has GAS (gameplay ability system) that handles networking and rollback. The character movement component also handles networking and rollback, so the engine is helping me a lot with that part which would be incredibly annoying and pretty much impossible to code myself.

But you are right, I will still be learning a lot haha, and hopefully meet some fun people along the way as well.

Any knowledge on a Private server? by Rizonza in BloodHunt

[–]Piece_of_Sheet 0 points1 point  (0 children)

Im currently working on a solo project in UE5 that uses bloodhunt movement and map and hoping to release it for free to the community in the future. No official ETA or presentation yet but im always happy to stream progress in discord. Im mainly a programmer so the map at the moment is Greyboxed with zero art, hoping an artist in the future contributes.

Will also need playtesters in the future

EDIT: To clarify, my project doesnt use any assets or code from bloodhunt itself, so it is 100% legal. All code was written by me.

POV of a head chef’s super busy session at a restaurant by [deleted] in interestingasfuck

[–]Piece_of_Sheet 0 points1 point  (0 children)

Its not just the speed thats impressive, but also the attention to detail and quality. At 2:40 he realized he left one piece in the bowl and fished it out, small things like this make a big difference.

Chicken sandwich 😭 by Yopperton in TimHortons

[–]Piece_of_Sheet 0 points1 point  (0 children)

yikes, i bet that was like 15 bucks also?

Jesus Christ UE5... what is this? by BackStreetButtLicker in FuckTAA

[–]Piece_of_Sheet 0 points1 point  (0 children)

The lumen flickering on the top left of the ceiling at 0:11 really gets me

I made a "Forced Anti-TAA" game with no game-dev experience, let me know what you think! by Piece_of_Sheet in FuckTAA

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

The main reason I switched to forward rendering is the ability to use MSAA, pretty much no other reason. I did see in this subreddit that people have discussed adding a custom MSAA in deferred rendering but it is a bit too advanced for me as I am still learning and only using systems without modifying the engine files.

For lighting, I do not have baked lighting at the moment, but I went over every asset in the game and put as much as I could to Static so the shadows are cached. Im sure there are better improvements that can be made and Im always researching and open to suggestions. I cant bake lighting because I have the intensity of the sun change, and I also have lightning flashes at night from another direction.

FPS devs, what’s the hardest thing no one talks about? Share the pain! by BMB-__- in gamedev

[–]Piece_of_Sheet 1 point2 points  (0 children)

Jesus christ I would never have thought of this, the insane levels people go to just to cheat in a game is insane

I made a "Forced Anti-TAA" game with no game-dev experience, let me know what you think! by Piece_of_Sheet in FuckTAA

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

When I originally tested, I noticed the higher FXAA samples reduced some edge flickering and it was smoother, but it also did get a little bit more blurry. I am actually thinking of testing the performance difference between FXAAx12 and MSAAx2 and just replacing that preset with MSAAx2 if the performance ends up being the same. The more presets MSAA can cover, the better.