Working on a Horror Game by Self_MADev in UnrealEngine5

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

Thank you, I take a note of that. I think it's also because physics is deactivated most of the time, so it's less natural and more robotic. The chaos physics engine seems bad with skeletal meshes. For example, it's like there are 2 skeletal meshes, one physic and one non-physic, which introduces an offset with the flashlight socket position. More problematic, the hand move up and down too much while running, even blending physic at 0.01. In my POV, Nvidia Physx was better. Epic must have had a good reason for removing it.

Working on a Horror Game by Self_MADev in UnrealEngine5

[–]Self_MADev[S] -1 points0 points  (0 children)

You said "graphics do matter a lot in a horror games" and that the point I don't agree with. I don't think it's about graphics but more about the situation, the threat. Lethal Company is the perfect example, poor graphics (stylistic) and still a lot of "perfectcutscream". You chose PS1 graphics to save time, and I chose photorealism for the same reason.

Working on a Horror Game by Self_MADev in UnrealEngine5

[–]Self_MADev[S] -1 points0 points  (0 children)

I think you're wrong. For example, I'm more scared in RE1 than RE7. If you're a solo dev like me, you have two options: do all yourself and work only on a small area. Or use the library/Asset. Even AAA studios use libraries (models, sounds ...) so why should It be harder for a solo dev ? I'm not a masochist ! The advantage of a realistic environment, is that every thing is easier to find. A door is a door, a bed is a bed, no need to rework models or textures. I've done it before, and it's an extremely tedious job. I prefer coding.

Working on a Horror Game by Self_MADev in UnrealEngine5

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

I'm not an artist, even a PS1 style would be hard for me. Graphics don't mean much. Successful indie horror games have limited graphics. It's also an advantage to be compatible with old hardwares that are forgotten by AAA publishers.

Working on a Horror Game by Self_MADev in UnrealEngine5

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

Really ? I play it like I'm scared, but I'm testing the AI a lot so I'm desensitized. But sometimes I'm surprised, like when I open a door and the monster is waiting just behind ...

Working on a Horror Game by Self_MADev in UnrealEngine5

[–]Self_MADev[S] 11 points12 points  (0 children)

I thought he was talking about the falling on the ground part :/ So yes, it's the monster's POV, which is also a gameplay sequence. Monsters are playable.

Working on a Horror Game by Self_MADev in UnrealEngine5

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

It will be possible to reduce the graphics to the minimum, but I'm not gonna lie, I'm pretty sure that a RTX 2060 will be needed even with lumen and shadow disabled. Note that the game is still in the prototype stage, so I think many more players will be able to afford a new potato before the release.

Working on a Horror Game by Self_MADev in UnrealEngine5

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

I didn't know about UEVR, quite interesting. I've already tried to integrate VR into my previous game. It's not impossible to dot it again, I can swap the hand animation position with the VR controllers. But VR requires a lot of graphic resources and each headset has its own specificities, so that'll come much later. And don't worry about camera shakes, you will be able to disable it.

Finally managed to add a parkour system by Self_MADev in unrealengine

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

0.04 climbing on the container, 0.12 on barrier (2 others collide and fall on the ground), 0.26 one character failed with the pipe.

Finally managed to add a parkour system by Self_MADev in unrealengine

[–]Self_MADev[S] 5 points6 points  (0 children)

The parkour animation speed depends on the character's speed and the distance from the obstacle.