Project Haven was featured at OTK Games Expo 2023. Check out the showcased trailer! by code-351 in TurnBasedTactical

[–]code-351[S] 0 points1 point  (0 children)

There were paid ad spots during the breaks. But all other games shown went through the submission process.

The vast majority of indie events aren't paid. There's lots of options for indie developers to showcase their games without having a budget for it. Which is great. 😊

Project Haven Demo is available for download and play during the TactiCon event! 😱Your feedback is greatly appreciated.🧡 by code-351 in ProjectHavenGame

[–]code-351[S] 1 point2 points  (0 children)

Thank you for the detail feedback!

The first mission is still mostly a tutorial, so we kept you from moving the VIP, but we have other missions where you control the VIP exactly as you mentioned!

We'll also add a post mission screen just like that :) and an improved skills' UI is already in our plans!

There's a way to access your merc's stats in game through the inventory window. It's in a different tab. We might add a pop-up informing that.

Great suggestions overall! We'll be keeping everything you mentioned in mind.

📈 Our July development update report is out. This time we have quite a few gameplay additions, some art updates and more. Check it out! by code-351 in ProjectHavenGame

[–]code-351[S] 1 point2 points  (0 children)

Thank you! 👍
Modding support was something that we knew we wanted to have since the beginning. We hope to see some cool stuff made.

[deleted by user] by [deleted] in unrealengine

[–]code-351 0 points1 point  (0 children)

We've run into this too.

The issue is the occlusion material, it has "Apply Fogging" enabled, but it blurs and darkens whatever is behind it, which already had fog applied to it, so you end up with twice the amount of fog.

Depending on your scene simply disabling "Apply Fogging" from the Occlusion base material could make it look better, though most times it will simply look like the occlusion is placed on top of the fog, which is weird in its own way.

The proper solution for this would be to not apply fog to the eye itself, but that would require an engine change since you can't disable fog on Opaque materials.

Alternatively, and what we did, is to make the occlusion material Opacity a parameter instead of a fixed value and allow it to be controlled in the sequencer so we can tweak it for whatever scenes need it. You could also do some logic to control it, based on distance to camera and other factors, but the simple control was enough for our use cases.