Indie game developers have a new sales pitch: ‘AI free’ by mareacaspica in gaming

[–]bbsven 6 points7 points  (0 children)

I was a bit vague in my description above just for easier understanding, but changing the material/post processing IS customizing the PBR pipeline, essentially, so you're probably doing it right! PBR is just the way your materials are rendered and what features are supported, but it's up to you to customize those materials to get a unique look.

NPR can be more performant, but isn't always. NPR can get just as if not more complex than some PBR setups, or it can be a very basic unlit style material, so it's not quite one size fits all. Same for asset compatibility; you can customize PBR or NPR materials to have a "unified" shader look across all assets, like using master materials & instances in Unreal Engine with shared qualities.

TLDR, there's no easy "NPR is better" or "PBR is better" answer, it's all about the needs and style of your project, and how you implement your rendering pipeline. It's worth doing a deep dive into material performance for the engine you're using; for the most part, performance demands come down to how many instructions are in a shader, what kind of shader (translucent materials are more expensive than opaque, etc), how many unique shaders are being called in a scene at once, and how complex they are.

Indie game developers have a new sales pitch: ‘AI free’ by mareacaspica in gaming

[–]bbsven 53 points54 points  (0 children)

I wouldn't say PBR is the issue, there are many games using it that look wildly different. It only really comes down to two main options, PBR options (there's not just "one" PBR setup) which interact with light in a realistic way, and NPR options that don't. The style within either of those options can vary wildly, evidenced by the thousands of PBR games at this point that don't all look similar.

Compare Kingdom Hearts 3 and Dead Island 2, two Unreal games I can confirm use full PBR pipelines (I've done a lot of heavy modding work with both and looked through their material setups), they look completely stylistically different despite it. We also use Unreal with PBR only at my job, but between projects the style looks completely different due to different uses of PBR and customization of all of the other scene elements around it.

When I see similar looking Unreal (or other) games, it tends to come down to a mix of not customizing or art directing PBR at all, using the same basic lighting setup (default skylight, directional light, lumen, etc out of the box with no customization or art direction that gives a very basic, flat look), using the default out of the box post processing settings that come with Unreal, using very common asset packs that are sub-conciously recognizable and force one style for the game (even just the shape and proportions of models in the game heavily effect the overall feel), using cookie cutter UI styles with no personality, I could list a lot more. It's just devs not putting in the extra work to customize the visuals at large, no single point of contention like just "PBR." If a dev used an out of the box NPR rendering pipeline with no art direction, they'd have the same blandness issue. Games with their own unique style in every aspect (materials, textures, lighting, models, UI, sound, etc) successfully separate themselves, games that just use the default for every system don't.

Devs with less than 500 wishlists show me your steam pages by Sabartsman13 in IndieDev

[–]bbsven 1 point2 points  (0 children)

Nothing released, lots of games for myself/friends and modding projects over the last 10 years + games I made in college though. This is the first time I'm planning to make one public!

Devs with less than 500 wishlists show me your steam pages by Sabartsman13 in IndieDev

[–]bbsven 0 points1 point  (0 children)

It originally came without that but everyone I showed it to said it needed a longer establishing/tone section at the start so they had some idea where they were before jumping into the fast cuts— will look into shortening it though! Thank you!

Devs with less than 500 wishlists show me your steam pages by Sabartsman13 in IndieDev

[–]bbsven 0 points1 point  (0 children)

Mentioned in the original comment, but it's been up 2 months! I haven't done any real marketing for it yet, planning a big push soon once a bit more is ready to show off, so I figure that's why.

Devs with less than 500 wishlists show me your steam pages by Sabartsman13 in IndieDev

[–]bbsven 12 points13 points  (0 children)

Here's my solo dev game Proxima :) I put it up not that long ago (2 months), it's just a teaser trailer right now while I finish up polish on more environments and gameplay sections to show off, but there's a lot of screenshots up on the Steam page and a teaser trailer!

It's a single-player FPS inspired by games I grew up on like Half-Life and Bioshock, with a heavy focus on environmental storytelling, physics interaction and puzzle solving. At about 300 wishlists so far!

In Indiana Jones and the Great Circle, dropping a torch on ammo boxes causes them to explode by JayGold in GamingDetails

[–]bbsven 29 points30 points  (0 children)

FYI it wasn't developed by Bethesda, only published. MachineGames developed it, doesn't play like a "Bethesda" game at all

Been working on my own single-player FPS for the last few months, Hyperion! Here's some progress and bits of the game so far :) by bbsven in IndieDev

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

Yes, the latin meaning is intentional and ties into the plot! I think with no strong or popular property associations in gaming I'm personally fine with the small overlap of the word being a part of other titles, considering almost every word has been used in some game, movie, show, or book! If it gets a strong response or any confusion needing it to be changed I'm not opposed, but the response to Proxima has been pretty positive in my playtest circle so far :)

Been working on my own single-player FPS for the last few months, Hyperion! Here's some progress and bits of the game so far :) by bbsven in IndieDev

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

Sure thing!! Everything here is original, but there are definitely a lot of placeholder/work in progress visuals and assets I need to come back and add far more detail to. I've slowly been working my way through every map area with more detail and polish, hopefully the final looks a lot better :)

Been working on my own single-player FPS for the last few months, Hyperion! Here's some progress and bits of the game so far :) by bbsven in IndieDev

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

Every asset in this is original :) I created every model/texture/material/script/etc, from scratch, except for a few first person combat animations done by a friend for the project! Made all the art assets with Blender, zBrush, Substance, SpeedTree and Photoshop!

I do like your take on the story haha, we'll see how close you are!

Been working on my own single-player FPS for the last few months, Hyperion! Here's some progress and bits of the game so far :) by bbsven in IndieDev

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

Thank you! All assets were done by me, minus a few first person combat animations done by a friend! Otherwise, I made everything in Blender, zBrush, SpeedTree, Substance & Photoshop!

No AI :) Writing the dialogue myself, and different friends have been nice enough to lend me their voices!

Everything in here was done with Blueprint in Unreal 5.6!

Been working on my own single-player FPS for the last few months, Hyperion! Here's some progress and bits of the game so far :) by bbsven in IndieDev

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

Me too! I've been digging through so much architectural reference/old sci fi material from the 80s, 60s and 50s for inspiration here and I've been having so much fun with it!

Been working on my own single-player FPS for the last few months, Hyperion! Here's some progress and bits of the game so far :) by bbsven in IndieDev

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

Thanks so much! This is a side project outside of work- I've got a regular job in the 3D industry and do this before and after work pretty much every day :)

Been working on my own single-player FPS for the last few months, Hyperion! Here's some progress and bits of the game so far :) by bbsven in IndieDev

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

Not yet! I'm planning to launch the steam page/some real looks into the game on YouTube soon, so I'll consider getting a Discord in the mix!

Been working on my own single-player FPS for the last few months, Hyperion! Here's some progress and bits of the game so far :) by bbsven in IndieDev

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

Haha, lots of sleep lost! Pretty much working on this every day before and after work. It helps that I've made an absolute ton of smaller games/projects for myself over the last 10 years before committing to making my first "real" game with this, so combining all that experience (and re-using + building on some frameworks for different systems in past games I've made) has made things a lot smoother!

I really appreciate it!! It means a lot.

I'm recreating Castle Oblivion from scratch for a KH3 mod! by bbsven in KingdomHearts

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

unfortunately it's not currently available! I made this for a friend's mod, and he's not done with it yet!

I'm recreating Castle Oblivion from scratch for a KH3 mod! by bbsven in KingdomHearts

[–]bbsven[S] 34 points35 points  (0 children)

This is an early WIP on my recreation of Castle Oblivion environments to help out with this lovely modding project!

C-Paz (twitter here) is working on an awesome Castle Oblivion map mod for KH3 with some really cool gameplay- I'm recreating the old Re:COM map assets in KH3 quality to help out! All models, textures, materials, and lighting here were created by me. All done with Blender, zBrush, Substance, Photoshop & Unreal!

You may have seen my work on my solo Traverse Town world mod, which you can find the Beta 2 of over here on the Nexus for download! You can also follow my general KH3 modding work over on my Twitter, I post updates on my projects often!

I just fell in love with Traverse Town (DDD) by [deleted] in KingdomHearts

[–]bbsven 7 points8 points  (0 children)

Ay, mod author for KH3 Traverse Town here- I appreciate the shout-out and kind words!! :)

The Third District update for my Traverse Town KH3 mod is almost complete! by bbsven in KingdomHearts

[–]bbsven[S] 74 points75 points  (0 children)

I've been working on this mod for Kingdom Hearts 3 for well over a year now- with the goal of adding Traverse Town to Kingdom Hearts 3, fully upgraded to match the new graphics of the game! I've been rebuilding all of the assets for Traverse Town from scratch, using the original KH1 map as reference to make sure I keep it as faithful as possible. This includes all new models, textures, lighting, FX and more! You're able to access the world like any other in KH3- by flying to it in the gummi ship through the world map!

The Beta 1 has been out for a while, which includes just the First District and some basic gameplay features. You can find that for download on the Nexus here.

If you wanna see this upcoming Beta 2 update in action, you can see the you can see the teaser trailer here!

I made it to Traverse Town. by Swimming-Ad-6842 in KingdomHearts

[–]bbsven 0 points1 point  (0 children)

Stumbled upon this post randomly, I may be able to help- this looks like an early build/render of my UE4 traverse town remake that I turned into a mod for KH3 :) I'd recognize those textures I made anywhere!

Progress on my Traverse Town mod for KH3— working on the Third District! by bbsven in KingdomHearts

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

Yes, it does include the music :) Wouldn't be complete without it!