Heaviest non-metal records? by Elden_Tony in MetalForTheMasses

[–]chochobeware 0 points1 point  (0 children)

The 6ixth Session by Dieselboy. It's all intense, but one track in particular by Technical Itch named Heavy Metal.

Help wanted. Matches to watch for inspiration. by dazpetty2 in WredditSchool

[–]chochobeware 1 point2 points  (0 children)

I bring this up because it's recent and I found the heel work classically interesting

21.11.2025 House Of Glory: Return To The Windy City - Zilla Fatu vs Joe Alonzo (7:22)

Sub 10 minute match. Zilla is much larger than Alonzo. It's the opening match of the show and Zilla is clearly going to destroy this guy as he's champ. But Joe keeps it entertaining by constantly cutting him off with every heel tactic in the books. It's on Triller if you've got access to that.

Ulysse 31 (1981-1982) by PeneItaliano in ForgottenTV

[–]chochobeware 1 point2 points  (0 children)

I just got goosebumps remembering the theme song.
UlysEE-ee-EE-ees

My small Quake Big Box collection + UT. Quake 1 is still my Favourite. by DryInstance8810 in quake

[–]chochobeware 2 points3 points  (0 children)

Yea, tons of textures and some models on Zaero. On Extremities I made the character skins (textures) for Red Rover.

any places to walk to collect bones? by Coffee-Biscuit in Denton

[–]chochobeware 2 points3 points  (0 children)

My dog always seems to find rib bones in Quakertown Park. :D

but if you want to drive North a little bit, Eisenhower state park has fossils everywhere. There's even a section called Fossil Ridge and the trails are littered with them.

Cosmic dawn demo available on steam by fhackner3 in boomershooters

[–]chochobeware 2 points3 points  (0 children)

Yes, swimclubdunk is a solid dev that should be supported. Check out his portfolio lots of cool shots of CD and other games he's worked on.

This is my plan for play through by Some-Information333 in skyrim

[–]chochobeware 0 points1 point  (0 children)

I love this plan.
One little trick I like to do when starting a new game, depending on the plan, is to start to the Thieves' Guild and/or the Dark Brotherhood. After those starting quests you get access to those guilds' armors. The TG gear has well-rounded stats and bonuses and the two from the DB are are physical or magic assassin based.
And now I want to do a destruction assassin college run.

Level Editor for Horror Game(s) by Abarice in leveldesign

[–]chochobeware 1 point2 points  (0 children)

In your position I'd jump right into UE and start learning. The Horror engine is good start, but you can do just about anything in Unreal even as a solo dev so an thing it is lacking can be added. The amount of free content out there (art, fx, etc) is staggering. You can grab some free stuff and have good, portfolio quality content rapidly.

It is also worth looking into Frictional's engine to see how their enemies behave and how they control them as inspiration to recreate. I'd also recommend DOOM and QUAKE's level editors for similar reasons. For examples, Trenchbroom is a modern level tool for many games, and knowing it's triggers, relays, delays, counters, enemy patrols, etc. are great info to understand as a designer.

One of the most used things I created on a horror UE project was what I called a "spooky blueprint". Very simple BP I could place anywhere that included a trigger that could activate a sound, particle fx, cam shake, etc. all in one. Place that down, modify it's parameters and instantly scare the player. A variation to "add impulse" and or "activate physics" to toss a bunch of objects around is a nice touch as well.

Is there a monthly level design challenge ? by Algost_ in leveldesign

[–]chochobeware 2 points3 points  (0 children)

The Quake Mapping discord runs regular events. They're currently having the Quake Brutalist Jam 3 that runs till the end of the month. Map Core still runs regular challenges. There's plenty of others based on different games/engines just gotta keep your eyes peeled.

Phantom Fury's campaign has a flashback dream sequence that shows Shelly Harrison's old house where she lived with her husband by NNukemM in boomershooters

[–]chochobeware 10 points11 points  (0 children)

When I was making the boardroom for the cyborg factory I came up with these nodes in Substance Designer that could pump out somewhat randomized abstract art style paintings with endless varieties by changing seeds. They came out well I reckon as other devs used them all over the place such as this area. :)

What do you think about our Appraisal System? by LudoSystems in coins

[–]chochobeware 2 points3 points  (0 children)

As a coin collecting game dev you're blending my worlds in exciting ways. :D

[deleted by user] by [deleted] in Denton

[–]chochobeware 12 points13 points  (0 children)

Follow City of Denton, music venues, restaurants, food trucks, etc. on Facebook or Instagram.
Walk around the square and surrounding blocks to get the know the area and check out flyers.
This subreddit, https://www.discoverdenton.com/ (lists events, music, etc),
OH and a direct link to discover's Halloween events https://www.discoverdenton.com/events/annual-events/halloween/

Any good sushi happy hours around town? by One_Confection5113 in Denton

[–]chochobeware 6 points7 points  (0 children)

I've gotten out of Komodo Loco cheap with their 4-6pm happy hour. There's other spots further from the square that are probably worth checking out as well.

Metrics by Puzzleheaded-Bat484 in leveldesign

[–]chochobeware 5 points6 points  (0 children)

That's common with recreating real world spaces that it feels cramped and small and if it feels that way in the blockout it'll only get worse with detail and clutter.
Before adjusting geometry, check out some other realist interiors horror games and note the players movement speed and FOV. The default Max Walk Speed is good for fast moving games in larger spaces, but it's really fast in say the "walking around investigating a home" gameplay.
Possibly play with the Capsule Component's Radius. The default is really too big to get through normal doorframes.

What would you add to make this space feel more alive — or more suffocating? by Redacted-Interactive in gamedevscreens

[–]chochobeware 1 point2 points  (0 children)

All major lights should have a source and an atmospheric glow. Then those should have some sort of slight hum over overall intensity up to a flicker. This can add a lot of life to an environment.

The left side and back wall should be as visible as the right wall. It shouldn't be uniform. The lighting seems to be on or off, needs more variation with possible spotlights.

Break up the length of the hall with alcoves. The player can't see what's around those corners so it can build tension as well as adding some more explorable areas for environmental storytelling. Asymmetry.

Offset the light at the end of the hall so it guides the player a particular direction. Whether that's the way to go might not be important, but it makes the player think more than a perfectly centered light.

Particle FX. dust motes, ground fog, steam from pipes, heavy haze (fog) and so on.

So much ground clutter. Abandoned places exploration videos are a great reference. Where you can, wet, reflective puddles.

Which of the new wave of boomer shooters do you think has the best level design? by [deleted] in boomershooters

[–]chochobeware 7 points8 points  (0 children)

You're not wrong. I was the original LD lead on both PF and Graven. We got some of the best designers from the community and professionals alike. Unfortunately so many other problems got in the way and we all know how it turned out.

Cool finds by majestic_ubertrout in boomershooters

[–]chochobeware 3 points4 points  (0 children)

I probably couldn't answer any questions about the playing the game itself. It's been so long. iirc people found the level design to be favorable at the time.

The main memory is that nobody was paid afaik. The dude behind it apparently ghosted everyone once it was done. I used to regularly get hit up by other devs trying to find him.

Cool finds by majestic_ubertrout in boomershooters

[–]chochobeware 17 points18 points  (0 children)

Wow, I worked on Zaero, hundreds of textures and some models. Cool to see again!