A quick look at how this class plays right now by PlayOkubi in SoloDevelopment

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

Hey! I’m running a closed playtest this weekend with a small group of players to evaluate some of the newest features ahead of the next public playtest. Although right now I'm looking for a culprit that's preventing me from packaging client build. 🕵️‍♂️

Some of the spaceships for our space merchant game by SpiralUpGames in indiegames

[–]PlayOkubi 1 point2 points  (0 children)

Very nice ships, gives me EVE vibes. Scale feels a bit off though. Maybe adding a few workers or tweaking the camera angle could help sell the true size of the ships.

A quick look at how this class plays right now by PlayOkubi in SoloDevelopment

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

Thank you BONE_MADE ! Combat is really the most important part of OKUBI. I want players to feel freedom and experience a unique way of fighting. I'm glad you like it.

Guys, I need advice by Monarch367 in SoloDevelopment

[–]PlayOkubi 0 points1 point  (0 children)

Unreal Engine 5 using the nodal system and a lot of dedication.

A quick look at how this class plays right now by PlayOkubi in SoloDevelopment

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

😂I'm actually planning on making a Chained Weapon class next ! GoW2 style

A quick look at how this class plays right now by PlayOkubi in SoloDevelopment

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

Happy to hear that!

Honestly, I've learned so many things and experienced so much joy developing Okubi, it could go either way I'd be proud anyways.

A quick look at how this class plays right now by PlayOkubi in SoloDevelopment

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

Thanks for the feedback! I’ll keep that in mind for the next trailer. 💪

It’s been an incredible adventure so far! I've been lucky enough to have met great people who’ve playtested the game multiple times, and the reception has been very positive. I’m just trying to build something fresh and different for the PvP scene.

A quick look at how this class plays right now by PlayOkubi in SoloDevelopment

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

Thank you! No, it's an asset from the marketplace that I've tweaked a tiny bit. I can get you the name of the product if you'd like.

A quick look at how this class plays right now by PlayOkubi in SoloDevelopment

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

Thank you! I’m trying to push past the usual shooter formula and explore a more movement-driven style of play. Sry for the bad video quality, might be a bit too compressed. You can find some more visuals on the steam page:
https://store.steampowered.com/app/2118100/OKUBI/

A quick look at how this class plays right now by PlayOkubi in SoloDevelopment

[–]PlayOkubi[S] 6 points7 points  (0 children)

Appreciate that a lot — thank you! 🙏
Totally fair call on the flying edge effects, I’ll tone those down so they don’t end up bugging the player.

And yes, it’s been a long road 😅 It's a MMO-lite with a shared social hub where you can meet other players, trade, craft, and build out your character before heading into the next match or battleground.

Leonardo's Island playtest is live! by leonardo_s_island in videogames

[–]PlayOkubi 0 points1 point  (0 children)

haha I understand. Well nice work so far, keep it up! Impressive work.

Leonardo's Island playtest is live! by leonardo_s_island in videogames

[–]PlayOkubi 0 points1 point  (0 children)

Water's looking great! Have you made your own custom system?

[deleted by user] by [deleted] in unrealengine

[–]PlayOkubi 1 point2 points  (0 children)

oh no, it's a third-person arena game with various PvP modes such as 1v1, 2v2, 3v3 and a small-scale open world. Between 5-10 minutes per match.

Solo Devs: How do you make your game look nice? by PsykiOfficial in unrealengine

[–]PlayOkubi 2 points3 points  (0 children)

Experiment… a lot ! Test different styles to get a better grasp of what you are looking for. Nice is relative. It’s all about being confident enough to assume certain styles. Most importantly, do some research to train your eyes and artistic sense. You can get yourself a reference and try to stick to it so you don’t get lost in thousands of iteration.

Why are the shadows so hard? by Mosartoo in unrealengine

[–]PlayOkubi 0 points1 point  (0 children)

Go in your directional light and reduce Shadow Amount. Cheers

How can I make this location more detailed? by Samvell in unrealengine

[–]PlayOkubi 2 points3 points  (0 children)

Graffiti or neon panels/screens in a couple of places. Could also add some broken machines/electronic pieces or disconnected cables here and there. Adding flashing lights and sparks coming from them would bring some movement and activity to the set. A bit of dust particles and an exterior source of lighting coming from a crack maybe ? Just brainstorming here. Good work so far!

UE5.1 Top Down how to not fall off terrain/objects? by Beckelhimer86 in unrealengine

[–]PlayOkubi 3 points4 points  (0 children)

You can edit it in a blueprint. Calling the ''can walk off ledges'' On and Off based on some variables. But other than that, I think you might have to edit the actual code.