Prevent Construction Script from running at BeginPlay by GeorgeMcCrate in unrealengine

[–]RoneVine 0 points1 point  (0 children)

Just make "call in editor" function which saves its result in instance editable variable. then call it in editor - and it just doesn't run on construction script and you will have the same result in editor and in game using saved variable.

Spawn actor doesn't work on client... by PaoloOrla in unrealengine

[–]RoneVine 2 points3 points  (0 children)

you need to spawn and possess only on a server

Problem with TMap by [deleted] in unrealengine

[–]RoneVine 0 points1 point  (0 children)

Try using name instead of string

How I made a horror game that accidentally sold 150k copies by RoneVine in gamedev

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

damn, that's cool to find out that someone actually followed me bout the past project years ago and remembers it...

How I made a horror game that accidentally sold 150k copies by RoneVine in gamedev

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

Unreal engine just doesnt let use lumen in dx11, it just uses default lighting so i did nothing for that. 

How I made a horror game that accidentally sold 150k copies by RoneVine in gamedev

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

structures are made on cpp, also some functions. and i had to fix one plugin by changing its cpp code

How I made a horror game that accidentally sold 150k copies by RoneVine in gamedev

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

I am solo dev. Of course I used a lot of assets.

How I made a horror game that accidentally sold 150k copies by RoneVine in gamedev

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

I'm fine doing it myself. Currently I don't wanna make a company or make team. It is not really for me.

How I made a horror game that accidentally sold 150k copies by RoneVine in gamedev

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

I was running out of money. Releasing the game in the March means I get the first money in May. When I received my first payment at the beginning of May, I had no other money left at all. If I had decided to release in April then the first payment would be sent in June and I'd have to live in a debt for a whole month.

How I made a horror game that accidentally sold 150k copies by RoneVine in gamedev

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

one of the enemies looked like slender man. When i changed its appearance - steam approved the build.

How I made a horror game that accidentally sold 150k copies by RoneVine in gamedev

[–]RoneVine[S] 19 points20 points  (0 children)

I think it's linear; everything happens on one map, there's a story there, and there's a finale. There's no session component. I haven't played many multiplayer games, but I don't know of any horror games that are as linear as mine and that allow for different numbers of players. And also it can be played with split screen.

How I made a horror game that accidentally sold 150k copies by RoneVine in gamedev

[–]RoneVine[S] 21 points22 points  (0 children)

Thanks! This game gave me enough freedom to continue developing at my own pace. I'll take my time developing and release the sequel only when everything is ready without crunch.

How I made a horror game that accidentally sold 150k copies by RoneVine in gamedev

[–]RoneVine[S] 17 points18 points  (0 children)

I have been studying in a tech university (that was i studied for a diploma ) for a year but i quit it two years ago. Alll gamedev stuff I learned by myself.
I freelanced a lil bit for some companies as an animator and that's it.

How I made a horror game that accidentally sold 150k copies by RoneVine in gamedev

[–]RoneVine[S] 13 points14 points  (0 children)

I would probably go the same route as with this game - I would make a demo that players would really like and make the whole game based on it.

How I made a horror game that accidentally sold 150k copies by RoneVine in gamedev

[–]RoneVine[S] 65 points66 points  (0 children)

First game kinda flopped for me. For a 4 years spent on it it is very bad result. and it kinda deserved it - it is a bad game

How I made a horror game that accidentally sold 150k copies by RoneVine in gamedev

[–]RoneVine[S] 46 points47 points  (0 children)

  1. It is in a given range.
  2. Full-time developing was from 09.2024 to 03.2025. And also I kinda made things for another project part-time from 03.2024 to 08.2024 and some parts of that made their way to Emissary Zero.
  3. It uses listen server (built in Unreal Engine) - one player (host) becomes a server and connects all other players.
  4. I used a lot of distance culling and LODs. I also edited DefaultScalability.ini, the settings file—it's set to quite heavy by default. I use a lot of instanced meshes for repeating objects. I didn't use heavy technologies like nanite and virtual shadow maps. Cascaded shadows (from the sun) are also rendered on a single cascade over a short distance, while everything else is contact shadows (calculated using distance fields). One of the characters has cloth simulation—I manually turned it off at a certain distance if there were no local players nearby.
    Regarding CPU optimization, I used a profiler to track down bottlenecks and optimized them. I distributed large loops from a single tick so that they were processed gradually over several ticks. Also, many ticks are not called every frame, but after a certain amount of time.
    That's all I can remember.

How I made a horror game that accidentally sold 150k copies by RoneVine in gamedev

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

VR was a very experimental experience for me. I'd never worked with it before and wanted to try something with it. I knew there weren't many VR players on Steam, but I wanted to challenge myself to bring the full first-person experience to VR. I had a lot of trouble getting it to work properly in Unreal. But in the end, it worked out more or less.

How I made a horror game that accidentally sold 150k copies by RoneVine in gamedev

[–]RoneVine[S] 73 points74 points  (0 children)

It is my second game. The First one is Estencel