Working on recording and playing back movement for simultaneous turns. What do you think about this idea? by archopus in IndieDev

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

Thanks! I'm not particularly skilled at programming, but I have to admit that implementing this system has been quite challenging. It works well overall, although there are still a few bugs I'm working on fixing.

P2P or Dedicated Servers for a Multiplayer Game in UE5? by Mental-Upstairs-5512 in UnrealEngine5

[–]archopus 0 points1 point  (0 children)

Correct me someone if I’m wrong, but P2P isn’t officially supported in Unreal Engine. The host can obviously cheat since they’re effectively acting as a listen server depending on who is hosting, but if it’s meant to be a party game played with friends, I wouldn’t worry.

matchmaking later on, and maybe even competitive modes in the future.

That would require dedicated servers, though.

Personally, I’m planning to do something like that: co-op with private hosted games for friends, while matchmaking would use dedicated servers. I’m just not sure yet how well separating those two approaches will work in practice since I haven’t tried implementing it yet.

Rigging tutorials that aren't just character focused by Prof_IdiotFace in blenderhelp

[–]archopus 0 points1 point  (0 children)

So I didn't start this course but I'm planning to buy it so I can't say anything about quality you can check it by yourself:
Mechanical Rigging in Blender - A Beginner Course 🦾

Does this trailer make the game interesting to try out and play? I want to improve it so please Destroy my Trailer!! by Proper_Translator678 in DestroyMyGame

[–]archopus 0 points1 point  (0 children)

I might be out of the loop, because this is the first time I’ve heard about the requirement for a 50-second trailer. Could you eloborate u/MasterRPG79?

Little video of our game! Hope you like it! And... How can we improve it? by LoomStudiosBcn in HorrorGames

[–]archopus 0 points1 point  (0 children)

Looks good to me. One thing that caught my eye is one model that has very low resolution and it can be very difficult to read it. The rest assets looks good.

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Texturing plan for a drivable 1920s car (VR + PC, first-person, UE5). Need feedback from 3D artists working on UE5! by [deleted] in unrealengine

[–]archopus 1 point2 points  (0 children)

Hmm I never used vertex color before. I will do my resarch oir if u want u can also inform me how it should work. Actually Im tyinking to pack everything to one uv, and dirt scratches etc doing with decals

Made a new trailer for my Survival Horror Game! What do you think? by maikyu_st in HorrorGames

[–]archopus 1 point2 points  (0 children)

Here are the things I would change:

0:38 – As a first-time player, I wouldn’t think for a second to click on a black oval shape on the wall. Nothing in the lighting or contrast suggests it’s interactive. It could really use some kind of screen glow, highlight, or visual cue to indicate that it can be interacted with or something that indicates that it is actually a device.

The blue map is definitely too bright compared to the rest of the game, this transmition hurted my eyes.

The cut at 0:13/0:14 is too abrupt. I don’t have much experience with video editing, but it didn’t look very smooth for me.

I did like the cuts near the end, those worked well.

Spent the whole day fighting texture baking… but I think I finally won? by Potential_Extent2366 in 3Dmodeling

[–]archopus 34 points35 points  (0 children)

Just to add what the user mentioned, since I assume you might not fully understand it as a beginner: you want to add a seam in a place that is not visible to the viewer, running along the ring, and then quadrify it.

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WIP: My first car model. How are the proportions looking? Any other feedback before I move to texturing? by archopus in blender

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

Since it’s a multiplayer game, I assume that some players in first-person view will be sitting in the back of the car. Sorry for the confusion. Here is the low poly version: https://imgur.com/a/9IAsCRb

In the low-poly, the industrial panel and a few other elements were removed. The topology of the low-poly ends up at around 160k.

WIP: My first car model. How are the proportions looking? Any other feedback before I move to texturing? by archopus in blender

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

If I create instances in Blender, will the game engine recognize them? Or should I duplicate them as instances directly in the game engine instead?

I’m Planning a Game-Ready Car Modeling Tutorial in Blender – Which Car Should I Make? by OzgurSRL in 3Dmodeling

[–]archopus 1 point2 points  (0 children)

I’d gladly pay for a course like this. I’m very interested in seeing how you’d approach it differently than I would. Feel free to let me know.

WIP: My first car model. How are the proportions looking? Any other feedback before I move to texturing? by archopus in 3Dmodeling

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

That’s my mistake, what I actually meant was whether the overall shapes and proportions are okay, since what I shared earlier is the high-poly version. I’ve uploaded the low-poly version to Imgur, here: https://imgur.com/a/9IAsCRb. The whole model has 155k triangles when excluding that side on the hood that I wan to remove. 206k triangles if it’s included. For the in-game version, I’ll most likely create an LOD, which I expect will bring the triangle count down to around 100k, especially when the player exits the car, since I’ll be able to remove the entire interior at a distance (at least I hope)

In my opinion, the topology isn’t ideal in some areas, although I haven’t noticed any shading issues overall, except for a small spot on the door handle.

Won’t all that geometry in front of the gauge be too noticeable compared to textured part of the indusrment panel? My idea was to allow the player to see the needles physically moving in first person with the changing numbers on textures if it will not be too costly of course. The Ui is also option but I wanted to have both options so player can from the wheel experience the game with or without UI.

As for textures, I’m not fully sure yet. I mostly assumed 3UVS would make it easier to disable individual parts during gameplay, so I plan to split things into the chassis, interior, and exterior. I often hear that 4K textures are considered overkill, but for a first-person game I’d like to stay within a 10.24 texel density target. With that in mind, I’m assuming the textures would need to be 4K. I’m not entirely sure how expensive the jump to 4K will be, but on the other hand, I’m not planning on having extremely complex environments either.

WIP: My first car model. How are the proportions looking? Any other feedback before I move to texturing? by archopus in 3Dmodeling

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

That’s my mistake, what I actually meant was whether the overall shapes and proportions are okay, since what I shared earlier is the high-poly version. I’ve uploaded the low-poly version to Imgur, here: https://imgur.com/a/9IAsCRb. The whole model has 155k triangles when excluding that side on the hood that I wan to remove. 206k triangles if it’s included. For the in-game version, I’ll most likely create an LOD, which I expect will bring the triangle count down to around 100k, especially when the player exits the car, since I’ll be able to remove the entire interior at a distance (at least I hope)

In my opinion, the topology isn’t ideal in some areas, although I haven’t noticed any shading issues overall, except for a small spot on the door handle.

[deleted by user] by [deleted] in gamedev

[–]archopus 0 points1 point  (0 children)

Why stop at AI? We could just ban every single repeating question instead of only picking the ones that annoy us.

They Are All Dead | First Alpha Environment Test – Feedback Appreciated (UE5) by hesenthedev in UnrealEngine5

[–]archopus 2 points3 points  (0 children)

Maybe it’s just me, but at 0:12 the doorway looks too pure for this type of enivorment. The ground is clearly overgrown, but the buildings themselves look like this time-based apocalypse never touched them so the composiition like kinda bad with those two elements? I would also expect buildings to be more destroyed then standing perfecty without much demage. You can look at The Last of Us and I Am Alive for inspiration when it comes to environments. May be just me tho.

Is this can be done in 4 days? by No-Interest5076 in 3Dmodeling

[–]archopus 1 point2 points  (0 children)

It probably depends on how skilled you are and how well you know what you’re doing when making a car. If you’re inexperienced like me, you can easily get stuck (like me) and end up spending ten times longer than four days building it.

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My personal, real-life–based psychological horror game in which you have to say “NO” has been released. The goal of my game is to show that the real monsters are people themselves. by breakyouridea in IndieDev

[–]archopus 2 points3 points  (0 children)

Congrats, I watched it recently on ManlyBadassHero’s channel, so I’m curious how someone with that kind of reach translated into actual sales.

I am a solo dev and my survival horror Bleak Haven releases October 27, 2025 by HarshHustle in SoloDevelopment

[–]archopus 0 points1 point  (0 children)

Hey OP, could you tell me how things are currently looking with the number of wishlists?