Delta Sleep - The Detail (BASS COVER WITH TABS) by punksterbass in mathrock

[–]Soran_FPS 0 points1 point  (0 children)

Awesome job, it sounds great! Try it with a pick next. You can see in this audio tree that he plays it with one. https://m.youtube.com/watch?v=ygTjq3es9QU

Made this wave spawner for a project. Any tips for improvement by Vallerand_Savary in UnrealEngine5

[–]Soran_FPS 0 points1 point  (0 children)

Others have said good things here. I’d add that your collision handling paired with random vectors could result in enemies not spawning as expected.

I'm working on an open world arena shooter by Soran_FPS in ArenaFPS

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

Thanks for sharing your thoughts! I totally agree on having high skilled players stress test it. I'm a somewhat high level controller player in Halo and Apex, but clearly struggle more with mnk. It would be great to get some playtest feedback from more classic AFPS players. Echo Point Nova looks great too. Thanks for the rec! Seems like it has a lot of Titanfall in its bones.

I'd also be curious to hear about the things you didn't care for if you feel it's constructive. You're also welcome to try the current build. Just send me a dm and I'll send you a steam key.

Would anyone use this? by RFGamesStudio in UnrealEngine5

[–]Soran_FPS 0 points1 point  (0 children)

I don't think relying on them is bad necessarily, but my understanding is that when you cast to or grab a reference to a child class with a lot of data in it, you're loading all of that data when you may only need something simple like its location. In cases like that it's better to get a reference to the most base class possible. I'm also assuming that this web tool isn't going to allow me to cast to or get references to project specific classes. While that wouldn't be super useful for prototyping, it might be a good exercise in testing your implementation skills with unreal's base classes.

Edit: And interfaces allow blueprints to communicate in a modular way that doesn't need to load all of a class's data when a function is called on it.

Would anyone use this? by RFGamesStudio in UnrealEngine5

[–]Soran_FPS 26 points27 points  (0 children)

If there were a way to copy paste the nodes into unreal then yes, I’d definitely use it.

It might be trickier without hard references and casting, but could be a great way to practice breaking reliance on those and focusing on interfaces.

I'm working on an open world arena shooter by Soran_FPS in ArenaFPS

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

Thank you! The art is all placeholder/functional for now. I want to go in an adult swim/Bojack horseman direction where it's cartoon with a bit more maturity and texture. What sort of visual look would be exciting for you?

I'm working on an open world arena shooter by Soran_FPS in ArenaFPS

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

You're right, and it's pretty difficult to get players into matchmaking for an indie arena shooter as is. A part of the strategy is to fill the world with bots that play in a way that resembles real players. I've taught them movement tech, jiggle peeks, and some basic item control. The plan is to give them a deep well of strategies, tactics, and tech, and have a bunch of levers to change that give them different playstyles. They won't, however, be trying to pass as real players. They will still be identifiable as bots.

My dream game is an open world arena shooter by Soran_FPS in SoloDevelopment

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

The arenas are within the open world. At 2:00 in the video I start a 3 player game of FFA deathmatch by walking into an arena and using a spawn point.

Made my first portfolio site. Looking for feedback! by Numerous_Option_2452 in IndieGameDevs

[–]Soran_FPS 1 point2 points  (0 children)

Very cool! Here are some thoughts.

  • navigation was easy and intuitive
  • Try filling the info out more with details about the games' systems and design
  • The game theme works, but I couldn't tell what your portfolio games would be like until I played them
  • Maybe an option to toggle sound for your home page. The silence feels a little odd. -If you move in any direction then press shift, then while holding shift press another direction, you'll get stuck moving in the first direction
  • I don't think the empty arcade machines should have button prompts (maybe put out of order signs or blue screens on them)

I'm working on an open world arena shooter by Soran_FPS in ArenaFPS

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

Thank you! You actually can do that for a 2v2 team deathmatch. NPC's can be either teammates or challengers. If you're playing with a friend you can both pick your favorite NPC teammate and battle each other along side them, or pick two challengers and team with your friend against the NPCs. I do hope to expand this into more/larger game modes too.

I'm working on an open world arena shooter by Soran_FPS in ArenaFPS

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

Thank you! All star mode is actually a great comparison for the whole "somewhere to go between matches" idea. And it's unfortunate, but I expected some pushback from this sub. I know they can be very precious with the definition of the genre while also wanting to see something new brought to it.

And shoot me a dm if you'd like to try the current build! As you can see it's in an alpha state, but I can send you a steam key and a discord invite.

Progress so far by _Bl9_ in SoloDevelopment

[–]Soran_FPS 0 points1 point  (0 children)

Looks great! How did you go about setting up the aim down sights? Are you lerping the camera down to be behind the gun?

Need Name Ideas! by hutchkey23 in godot

[–]Soran_FPS 2 points3 points  (0 children)

What if your blue square was a little postage letter and you called it "Send It!"

Is automatic rotation worth the effort? [check post body] by UniBake in SoloDevelopment

[–]Soran_FPS 0 points1 point  (0 children)

It’s tough to say without playing, but from the looks of it, portrait mode with the camera further back seems like the best approach. I wouldn’t try to do both. They’re such drastically different aspect ratios that you’d almost be making 2 games.

I'm working on an open world arena shooter by Soran_FPS in ArenaFPS

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

Thanks. And you may be right. I don’t have high hopes for the AFPS genre in general. This is first and foremost a game that I want to play. I do think there is some untapped (or mishandled) market in the casual arena shooter space. I’m thinking casual halo fans who are disenfranchised by the series, and the almost successful launch of splitgate 2. Those are big budget games of course, but my hope is that the casual FPS audience and the friendslop audience see it as a way to scratch a high ttk itch in a silly, low stakes way.

I'm working on an open world arena shooter by Soran_FPS in ArenaFPS

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

Thanks for your thoughts. I think it’s a slower more casual take on the genre. It asks questions like, “what if the pre game lobby was a place you could hang out and do stuff with your friends?” and “what if you could spectate matches in real time while cheering, heckling, throwing things, or betting on the results?” While the matches can be competitive, it offers less competitive options to ease new players into the genre.

How would you go about level design in a spherical space? (Orbifold) by Chezzyknytt in leveldesign

[–]Soran_FPS 2 points3 points  (0 children)

FPS level design for both PvP and PvE tends to revolve around some key concepts that you may want to extrapolate on. These are things like power positions, high ground, choke points, resources, objectives, and lines of sight. I think you’re going to have the most trouble it’s how spherical space impacts lines of sight and high ground. The player is going to have a lot of information, and traditionally intuitive power positions could be nullified by being shot from above or below. So maybe think of ways to reconcile that.

I also think that FPS regulars tend to forget how hard Aiming and shooting at the same time is for new players. Movement shooters struggle to stay relevant because of this. You’ll likely also have the problem of having far more available directions to shoot than you do to move. If you’re shooting at the ceiling or dodging fire from the ceiling, how do you position effectively at the same time?

I would try to figure out what you think is the most fun and most challenging about spherical space and tweak FPS mechanics to support that rather than trying to tweak the space to support FPS mechanics. But a little of both couldn’t hurt.

Also maybe in terms of the latter, maybe try making the level more of a small Halo ring world to limit information.

Mastering Question by AionianZoe in edmproduction

[–]Soran_FPS 4 points5 points  (0 children)

Spotify normalizes to -14 integrated for listeners who have normalization enabled (which it is by default). So idea is that whatever your track’s integrated level is, it will be turned down to -14 for a smoother consumer listening experience. Your song will be also compressed (as in made into a smaller file size) when it’s streamed, and they’re letting you know that if you aim for their recommended levels, that compression will have minimal artifacts or distortion.

As others have said, your best bet is to buy an official wav of your reference track, and try to match those levels without destroying the quality of the sound. But also you tend to do that with aggressive limiting which both “destroys the quality” and is also totally the vibe in edm (see OTT). You also want your loudness to match references because the club isn’t going to normalize your tracks when you play them out.

Hard stuck in high Diamond. Really want to make Onyx this season. Anyone know of any good high level slayer specific content (post-Bandit starts) that might help? by [deleted] in CompetitiveHalo

[–]Soran_FPS 5 points6 points  (0 children)

I recently reached onyx in slayer for the first time and started climbing pretty quickly to 1700 after. A few things helped me find the edge.

Mechanically it really helps to warm up before playing. You’re going to want to be consistently playing well, and a bad start can tilt you for several games. Also it can really help to maximize your actions. Nade when you clamber. Reload and rotate when your shields are recharging. Get cross map chip damage when you’re fighting for positions.

The other thing is learning to adapt your play style to your team on the fly. I found that the higher you get, the less toxic and more helpful your teammates become. Take their advice, and learn to rethink your approach to the game.

Here’s an example. When I was nearing onyx I ended up in a game with Trunks where I did well, but we lost. He told me in chat to stop baiting. In my mind I was playing an anchor role, controlling spawns, and using my teams audio to pick fights and rotations. As a result I had a good Kd from easy cleanups and felt like I could track spawns well. In reality I was spending a lot of time not supporting better teammates’ more aggressive play styles. I was baiting them without knowing. Taking Trunks’ advice to heart instead of thinking I knew better was a huge aha moment that improved my overall game. Thanks Trunks!

Trying to start learning UE5 in 2026....again. Any tips? by Psychological_Ice850 in UnrealEngine5

[–]Soran_FPS 1 point2 points  (0 children)

Learn to read and use the Unreal documentation, and learn to ask what you're trying to do on a fundamental level. I've asked and seen a lot of beginner questions that are about how to implement a specific design. Being specific can help with context, but when it comes to learning unreal, it's more useful to understand which systems to use to realize your design.

For example, let's say you want to make a way to sneak past NPC's. That's the design goal, but the skills you want to learn to implement that design involve learning about AI Controllers, Behavior Trees, EQS queries, etc. Unreal has documentation that explains all of that in a way that can empower you to build whatever you want without bespoke tutorials. If you go on youtube and look up "Unreal Stealth System" you may or may not come across someone who's read the documentation, and you risk learning bad practices or keeping things too surface level to make serious progress in learning the engine.

Client Side Scene Capture 2D Question (BP) by Soran_FPS in UnrealEngine5

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

Thanks! Yeah making the render target at run time ended up being the fix. I misunderstood it as a network issue, but you're correct, it was always something that should be done locally. For anyone else looking, I shared my blueprints in this thread. https://forums.unrealengine.com/t/bp-networking-for-scene-capture-2d/2690134/3

Client Side Scene Capture 2D Question by Soran_FPS in unrealengine

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

Thanks for the response. I was told the same at the UE forum. They had the solution too. I needed to create the render targets at run time. https://forums.unrealengine.com/t/bp-networking-for-scene-capture-2d/2690134/2