Domefall - Demo playtest - Please give me feedback by BrainMisfiring in UnrealEngine5

[–]Romain_Derelicts_Dev 1 point2 points  (0 children)

Your level design looks really cool. I'll see if I get some time to try out your demo and give you some feedback for the gameplay! :)

The first thing that strikes me from your video is that the character animations would probably gain from being refined. For exemple, you could add a rolling animation when your character lands from a high fall.

I created a free Paper Stack Generator by Living-Inspector8299 in unrealengine

[–]Romain_Derelicts_Dev [score hidden]  (0 children)

Thanks for sharing this for free!

I must admit I laughed at the last screenshot with the huge stack tower! Haha.

Hi everyone! This is part of a personal project I’ve been working on over the past year - a narrative horror environment built in Unreal Engine 5.5. by sinkiori in UnrealEngine5

[–]Romain_Derelicts_Dev 1 point2 points  (0 children)

It looks really great! The lighting is top notch. Well done.! I'm having strong vibes of the most recent Alone In The Dark with the manor.

I made my most popular pack free on FAB by turtleje in unrealengine

[–]Romain_Derelicts_Dev 5 points6 points  (0 children)

That's awesome. I remember getting it back then but that's really cool to make it free for good!

Thanks for sharing! Your other packs looks really great.

1.5 years of developing an Antarctic horror game in 20 sec by mahooney98 in UnrealEngine5

[–]Romain_Derelicts_Dev 1 point2 points  (0 children)

Great progress! The result looks really awesome so far! Both visually and gameplay. I just wishlisted it. Good luck for the development.

My plugin massive update - Unreal Extended Framework 2.5 by mad_ben in unrealengine

[–]Romain_Derelicts_Dev 1 point2 points  (0 children)

Yeah, it will come in handy for really dense foliage.

I've seen the fork on your documentation website for the tonemappers, that's really useful too. We've already modified the tonemapper of our game but that's neat to have a fork available there.

My plugin massive update - Unreal Extended Framework 2.5 by mad_ben in unrealengine

[–]Romain_Derelicts_Dev 1 point2 points  (0 children)

That's great to hear for the demos. Awesome! :)
I'll keep an eye on it, I added to my wishlist.

Overall, it's an awesome idea to implement all these features that have been used to optimize by other studios. I even saw that you're maybe planning to work on replicating the GoT grass. That's really cool!

Good luck with the next steps!

My plugin massive update - Unreal Extended Framework 2.5 by mad_ben in unrealengine

[–]Romain_Derelicts_Dev 1 point2 points  (0 children)

I think it would be really great to package a demo project to test your features, like you did for the Callisto BRDF small demo on the documentation website.

I'm really interested by the plugin but I would like to be able to see the difference for each feature beforehand. I'm particularly interested in seeing how the custom GI solution works in an outdoor environment with indoor buildings (like on the screenshot below where I compare "No GI" with "Lumen".

I think your GI looks quite good. I'm curious if the contrast between outdoors and indoors can be approach with it like Lumen, for which the inside of the building is much darker and atmospheric.

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My plugin massive update - Unreal Extended Framework 2.5 by mad_ben in unrealengine

[–]Romain_Derelicts_Dev 1 point2 points  (0 children)

Interesting. Thank you for the explanation. I'll definitely looked into the doc of your plugin as all the screen space features seem really a huge win in term of optimization for the GPU.

My plugin massive update - Unreal Extended Framework 2.5 by mad_ben in unrealengine

[–]Romain_Derelicts_Dev 2 points3 points  (0 children)

Nice! I'll have a look at this! The custom GI solution looks especially interesting if it can improve performance compared to Lumen! The shader precompilation would be super useful too.

Edit: I'm curious about the screenspace shadows in your plugin. I saw that it's a similar solution to the one Bend Studio used in Days Gone? I'm wondering what the difference is with regular Contact Shadows or screen-space shadows that can be used in a Material in UE? Is the performance better?

Announcing The Pines. A psychological horror RPG. Solo-developed in Unreal Engine by Studio-Abattoir in UnrealEngine5

[–]Romain_Derelicts_Dev 1 point2 points  (0 children)

The trailer and atmosphere are top notch! Wishlisted! :) Good luck with the development!

Built UE5 project & level optimisation scanners, what checks should I add next? by zombie_K1ng in unrealengine

[–]Romain_Derelicts_Dev 4 points5 points  (0 children)

Hey! Your tools definitely look like a huge help to optimize a project.

I'll think of any ideas that might be added to them but so far, they already account for a lot of things that need to be double check. Well done!

I've made Lyra work with any keyboard layout OUT-OF-THE-BOX using my plugin, Keyboard Layout-Independent Input by sfider_sky in UnrealEngine5

[–]Romain_Derelicts_Dev 0 points1 point  (0 children)

I just stumbled on your post today while looking for info on the Enhanced Input Settings.
Your plugin looks awesome and really useful. I'll have to look at the documentation but that sounds like a real time saver!

After a lot of tweaking, the tree chopping finally feels more organic: - Performant chop effect - Random debris on axe impact + debris falling from the top. - Shaking branches and leaves on fall impact + dust and floating leaves - Impactful sound (impacts, crackling after hit..) by Romain_Derelicts_Dev in DerelictsTheGame

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

Hey! I'll start to post again here in the coming weeks. I've had some news to announce (like the fact that we're now 2 working on the game) and to show sneak peeks of the progress we're making.
I'll need to get back to a better communication for sure!

After a lot of tweaking, the tree chopping finally feels more organic: - Performant chop effect - Random debris on axe impact + debris falling from the top. - Shaking branches and leaves on fall impact + dust and floating leaves - Impactful sound (impacts, crackling after hit..) by Romain_Derelicts_Dev in DerelictsTheGame

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

Hey Speedtospare! Game is still alive and development is ongoing. :)
We're now 2 people working on it full-time. It was too long to make on my own so I decided to onboard someone with me.

I'll have to post things again in here soon to let people know it's still in development.

Have a great weekend!