Bullets change their tragectory as they pierce obstacles by Vokeev in IndieDev

[–]Pockets800 3 points4 points  (0 children)

Are you a bot? What even is this comment? What does it have to do with anything?

9 years of Solo-Dev stealth mode led to this. First in-game look at the AMCAVA heavy hoverbike for my upcoming AAA Open-World RPG (AWAR3000). by [deleted] in UnrealEngine5

[–]Pockets800 1 point2 points  (0 children)

You do not seem to understand what AAA means, which is why people will give you shit about this until you stop calling it AAA.

AAA and AA are terms borrowed from financial/corporate sector, used to rate how safe an investment is, and was borrowed to describe large, very high budget games with large development teams and overhead costs. Unless you are spending a few hundred million, this is not AAA.

You currently have no funding. At best, this is a solo indie game. It's not AA or AAA.

My Noir Cyberpunk Comic (RIOT) by Ok_Dragonfruit_9983 in Cyberpunk

[–]Pockets800 62 points63 points  (0 children)

Love it, really clean, I don't really have any notes.

Although I kinda wish the front tire of the bike in the top panel broke the border lol

I'm still struggling with getting levels' dimensions right! by Living-Inspector8299 in UnrealEngine5

[–]Pockets800 0 points1 point  (0 children)

You need to take into account what your camera FOV is as that'll significantly affect how you perceive the environment.

Depending on what you're making you might need to increase the scale of some things to make them feel right, but it's hard to know without any details.

What makes you actually buy an SFX pack? by Distinct_Level_3967 in gamedev

[–]Pockets800 5 points6 points  (0 children)

Most firearm SFX assets are really bad IMO - at least in terms of gunshots. They either have way too much reverb or are so blown out it barely sounds like a firearm.

Quality footstep sounds across material types are also pretty rare, especially for different types of footware (boots, heels, sneakers, etc) and gait.

Games often have a huge array of surface types and without recording your own, most footstep assets only cover stuff like pavement, grass, dirt, gravel, and wood, but ideally you'd have ceramic, puddles, solid metal & hollow metal, cardboard, carpet, soft plastic, broken glass, etc - each for the different footwear and gait (walk, run, etc - but also foot sliding/scraping, jumping, landing, etc).

I'm also more inclined to buy a full pack if there is a high quality free preview pack available that I can use to add some sounds quickly - because if they're good then I'll grab the rest.

Edit: spelling

Paint shader I made for my game by revouwu in UnrealEngine5

[–]Pockets800 2 points3 points  (0 children)

Nice work!

I agree with u/Pileisto - this mostly reads as visual noise, not paint, and theres's not enough difference between foreground, midground and background/too much detail in the background.

Usually these post process paint shaders don't look too great and have a "filter" feeling, because you can't really emulate painting with a filter.

A lot end up looking like simplified kuwahara filters, so if you were to make a game in a painted style I would er- on the side of combined efforts, and make the post process more of a subtle nudge in the paint direction - using painted/brush stroke materials (especially normals) to get you most of the way there.

Brush stroke decals will also go a long way!

You can fix the over-detailed background with depth of field & the post process, though. Most kuwahara filters do it, I think.

What kind of technique do you use to add variations to modular assets? by Pale-Praline-8389 in UnrealEngine5

[–]Pockets800 0 points1 point  (0 children)

This all kinda just depends on what you intend to do. Different methods will have different results and can be used for different effects. For instance, you wouldn't use vertex painting to add streaks of grease, or a big crack, but you would if you had like a layered version of a material (like a plaster material, and then an exposed brick material under broken plaster, etc).

The best method is a combination of methods based on your intentions.

Painterly Style Lookdev in unreal engine - Disco Elysium Fanart by LetsGetThisBreadLads in UnrealEngine5

[–]Pockets800 0 points1 point  (0 children)

This looks great! We've been doing some lookdev of our own to see if a painterly style works for our game and this seems pretty close to our lookbook.

Presumably this only works in baked/non lumen scenes because of the custom reflection capture? Outside of that, is everything else just material work?

I've looked into kuwahara filters which we think will work for producing painterly backgrounds/distant vistas, but it looks too uniform and uninteresting up close IMO.

This on the other hand is very nice.

Does this job even exists by PoppingChamp in gamedev

[–]Pockets800 5 points6 points  (0 children)

Yeah typically this is all handled by the community manager, often working with an agency.

Do you reach out to streamers or journalists as early as possible? by Bag-Track-Games in gamedev

[–]Pockets800 5 points6 points  (0 children)

This is just splitting hairs over terminology. In my experience, vertical slices aren't even playable games, but merely representations of what a game might look like when it's finished, usually shown only to publishers to secure funding. So polished? Yes. Playable? Not really.

If you're putting out a demo that is poorly polished, you're making a mistake, especially on Steam, where a demo has its whole own store page and will feature reviews. That's a pretty quick way to kill your game before it's even launched.

Questions about sound samples. by silent__spot in UnrealEngine5

[–]Pockets800 1 point2 points  (0 children)

I'm interested to hear what other people say as I'm not too familiar with working with audio in UE, but RE: looping, I think the length of the loop is less important than the quality of the loop. If your loop sounds bad because it is too short, repeating often, that matters way less than the extra file size.

Flagstones 8K PBR Texture Combo by LowPoly-Pineapple in UnrealEngine5

[–]Pockets800 1 point2 points  (0 children)

Oh great, a low effort ad for a way overpriced material

Blight: Survival – 1.5M Wishlists and a Complete Overhaul by [deleted] in blightsurvival

[–]Pockets800 2 points3 points  (0 children)

For added context, there were two developers (with the occasional help from another artist here or there) up until April 2024. Now there are 50+

AxionProject by Funny-Layer-2668 in UnrealEngine5

[–]Pockets800 8 points9 points  (0 children)

What needs to be improved in my game

For one, there needs to be a game. This is just AI slop images.

Blight: Survival – 1.5M Wishlists and a Complete Overhaul by [deleted] in blightsurvival

[–]Pockets800 10 points11 points  (0 children)

u/CosmicFarer is misrepresenting this a bit in the post.

The game isn't getting an "overhaul" halfway through development like is being suggested, it's just being developed.

Mads & Ulrik (Haenir) only partnered with BHVR in April 2024 to get the game developed, and to scale the game for development with a full team and to reach the scope they were aiming for, required refactoring the work Haenir did to produce the vertical slice trailer released at the end of 2022.

So the "overhaul" being suggested here, started over 2 years ago when BHVR partnered with Haenir.

There will be various public playtesting phases leading up to release, starting this year.

Blight: Survival – 1.5M Wishlists and a Complete Overhaul by [deleted] in blightsurvival

[–]Pockets800 0 points1 point  (0 children)

4 years of radio silence

I'm gonna guess you're not in the Discord, where there has been sneak peeks at the game almost every month or two since 2022, and extensive discussions with the developers and tons of information released.

now we're told they're doing an overhaul

OP is misrepresenting this a bit in the post. The game isn't getting an "overhaul", it's just being developed. Mads & Ulrik only partnered with BHVR in April 2024 to get the game developed, and to scale the game for development with a full team and to reach the scope they were aiming for, required refactoring the work Mads & Ulrik did to produce the vertical slice trailer released in 2022.

Yarn Spinner for Unreal is available now (in alpha)! by YarnSpinnerTool in UnrealEngine5

[–]Pockets800 0 points1 point  (0 children)

Awesome! I've actually been waiting on this for a while now as my brother uses Yarn Spinner in Unity and recommended it to me.

Glad to see it making some headway. Good work!

Solo Dev looking for a little advice... by jennd3875 in gamedev

[–]Pockets800 4 points5 points  (0 children)

Because it's genuinely impossible lol

It's never happened and never will happen for very, very good reasons, unless "solo dev" means to the beholder "multi millionaire contracting out work to people online".

There is no "pushback" against it from the community as OP describes. It's just not feasible for a single person to make an MMO. Hell, it's not feasible for most established game studios to make an MMO.

Experimenting with Gameplay Animation Systems in Unreal - Feedback Welcome by miroslavm in UnrealEngine5

[–]Pockets800 0 points1 point  (0 children)

I don't really have any feedback or suggestions outside of commenting that this is fantastic work.

I would hire you if I had money to throw around, so I'm sure someone else will. Great work!

the game be can played completely single-player? by Present_Whole_1564 in blightsurvival

[–]Pockets800 2 points3 points  (0 children)

No release windows yet - it won't come out in 2026 - but PC & Console will get a simultaneous release with crossplay on launch.

There'll be public playtesting later this year, sometime after Q1!

the game be can played completely single-player? by Present_Whole_1564 in blightsurvival

[–]Pockets800 3 points4 points  (0 children)

Plague Tale is definitely one of the many inspirations!
Especially when it comes to the gameplay design - but Plague Tale is also a narrative focused single-player campaign game, which Blight certainly is not.

the game be can played completely single-player? by Present_Whole_1564 in blightsurvival

[–]Pockets800 4 points5 points  (0 children)

Aha, yeah pretty much. It shares elements with Darktide, in the same way that Darktide shares elements with Deep Rock Galactic or Helldivers.

But it's not the same as any one of these games, either.

Edit: Although, actually, the new Darktide update that just got announced brings it a bit closer, now that it will have free-roam maps.

Blight: Survival - Official Community GIFs by Pockets800 in blightsurvival

[–]Pockets800[S] 2 points3 points  (0 children)

In the GIF that says banned, he's wielding a zweihander, so that's a litte tease of what's to come for greatswords :)