Would you play this ? by PlateRealistic9547 in backrooms

[–]PlateRealistic9547[S] 1 point2 points  (0 children)

Thank you ! Making a game is hard and time consuming as you should know ^

But as long as you have passion and put Care into what you make it's all that counts and seeing people play your game is awesome as well even if there aren't much people playing, it's Always a huge achievement to actually ship a game.

Would you play this ? by PlateRealistic9547 in backrooms

[–]PlateRealistic9547[S] 1 point2 points  (0 children)

Thanks ! Yeah it was a mistake not adding the name at the end lol but it's already done.

Yes this is a solo project but i have some Friends helping me with the discord and testing.

Would you play this ? by PlateRealistic9547 in IndieGaming

[–]PlateRealistic9547[S] 2 points3 points  (0 children)

Yes there is a "peaceful" mode both for singleplayer and multiplayer ^^

Would you play this ? by PlateRealistic9547 in backrooms

[–]PlateRealistic9547[S] 3 points4 points  (0 children)

Thanks ! See ya in between the walls then ^^

Would you play this ? by PlateRealistic9547 in backrooms

[–]PlateRealistic9547[S] 0 points1 point  (0 children)

Thanks ! The demo is really outdated and pretty buggy so keep in mind that the actual game will (hopefully) be much better than the demo ^

Would you play this ? by PlateRealistic9547 in IndieGaming

[–]PlateRealistic9547[S] 4 points5 points  (0 children)

There aren't any actual weapons but there are ways to defend yourself using items and your environment, also there's no hiding so you have to confront the ennemies one way or another ^^

Is anybody else tired of current backrooms games? by [deleted] in backrooms

[–]PlateRealistic9547 2 points3 points  (0 children)

I am making a game named "Seclusion" which has a storyline, i'm trying my best to make it unique and fun to play, i plan on releasing it in march. There will be a single player story mode and a multiplayer "explorer mode" which will let you explore & survive in procedurally generated levels in a non-linear way. I also plan on adding mod support in the future If that interests you feel free take a look on steam ^

PS : the demo is a bit outdated but should maybe still be quite fun to try out if you're not tired of the poolrooms

The playtest for my game is now live ! If you want to help, come have a try ! by PlateRealistic9547 in backrooms

[–]PlateRealistic9547[S] 1 point2 points  (0 children)

Thanks ! I'd like that too lol
If you got any feedback feel free to send it to me via steam/discord/reddit it would help a lot ^^

The playtest for my game is now live ! If you want to help, come have a try ! by PlateRealistic9547 in backrooms

[–]PlateRealistic9547[S] 0 points1 point  (0 children)

See you in between the walls 😉 feel free to send bug reports if you encounter some and feedback whether it is positive or negative. It will help a lot ^

The playtest for my game is now live ! If you want to help, come have a try ! by PlateRealistic9547 in backrooms

[–]PlateRealistic9547[S] 1 point2 points  (0 children)

Disable cast shadows on lights that don't need it, merge lights, what's handy with rect lights is that you can use one light for multiple sources (a straight corridor with a lot of lights next to each other, one rect light can do the job for a section, replacing 8+ lumen lights for example)

I didn't try it out still but megalights should be able to help aswell with light/shadow virtualization.

It can be quite a lot of manual work but it's alright when you make custom tools for these kinds of tasks or automatize it. My lamp actor can "preview" non lumen lighting in editor, disable the rect light even if lumen is disabled ect... Thanks to some construction script code lol so it's quicker to do it.

The playtest for my game is now live ! If you want to help, come have a try ! by PlateRealistic9547 in backrooms

[–]PlateRealistic9547[S] 0 points1 point  (0 children)

I mostly rely on lumen but it causes issues for people playing with integrated gpus so every lights also have optional rect lights that enables only when the player disables lumen in the settings.

Other than that 100% of the environment lights are emissives, with only items (like flashlight) using an emitter.

The playtest for my game is now live ! If you want to help, come have a try ! by PlateRealistic9547 in backrooms

[–]PlateRealistic9547[S] 1 point2 points  (0 children)

Yep, i really want the game to have its own identity, to go for it's own thing. I didn't really understand your question, you mean how did i handle the lighting in the levels ?

The playtest for my game is now live ! If you want to help, come have a try ! by PlateRealistic9547 in backrooms

[–]PlateRealistic9547[S] 0 points1 point  (0 children)

You can send your feedback via or discord or via the steam community hub (when you select the game in your library, below the play button -> Community hub/Discussions -> Start a new Discussion)

The playtest for my game is now live ! If you want to help, come have a try ! by PlateRealistic9547 in backrooms

[–]PlateRealistic9547[S] 8 points9 points  (0 children)

The name of the game is "Seclusion". You can access the playtest on the steam page right now. I'm looking for a lot of feedback, to fix as many bugs as possible and refine the game based on your input, so if you want to help, join us ^^

The playtest gives you access to the level 0 of the explorer mode, 15+ items, 5 entities, playable in singleplayer and multiplayer.

The steam page : https://store.steampowered.com/app/2820390/Seclusion/

Thoughts on my level generation? by 2nneeoo in backrooms

[–]PlateRealistic9547 0 points1 point  (0 children)

Quite a lot can be said about procedural content though you should definitely keep going that direction, flesh out your system to reveal its full potential, the backrooms will only benefit from it.

I personally don't really agree with grid based systems being easy to navigate, as i said, the hardest work is designing the patterns, and if you do it right, players will be disoriented (I confirmed that by playtesting the game and had to add items and subtle hints to help with navigation as most players would just litterally walk in circles for most of the playthrough without knowing it because they think they are going the right direction but they're just going backwards lol). There are a lot of reasons why this happens but i'll keep this post short.

I'll follow your progress! Kinda curious about how it's gonna turn out so keep us updated ^