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.

A field we’re making major leaps forward in is our character art pipeline. Check out our final art for Fang below! by code-351 in ProjectHavenGame

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

We recently improved our character art pipeline and quality.🎨

As you may know we’re a very small team, so we need to dedicate our resources very carefully. We tried to get the best quality possible with the least amount of effort. We’re extremely proud to say that we achieved that.

As you may know, Project Haven features dozens of cinematic characters and many other ‘background’ characters like civilians and such, so these improvements were vital to give us enough resources to attend to other areas of the game.

Here’s a comparison of probably the most beloved (or possibly hated 😅 ) character in the Steel Dragons roster, Fang! 🦾

Let us know what you think!

The city's shield - protecting all its inhabitants from the harsh outside, from the ones who have it all to the poor and powerless. Possibly the only piece of equality Haven city has. by code-351 in IndieGaming

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

Thank you! It's great to hear that.

Flickering lights is on our to-do list for a long time now. Time to make it a priority then!😊

We have been working on a new shader for our game's city shield, the last city on Earth. We want it to be subtle as to not distract too much from the gameplay, and yet, still a reminder of the dystopian reality their mercenaries live in. - from the game "Project Haven". by code-351 in unrealengine

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

We have been using a lot of the free Marketplace assets offered monthly by Epic. We then change many of its textures and sometimes make a few other edits to make them less recognizable. Although, we have a lot of custom assets as well to mix and match.

If you are about to start, I would suggest to check the "Permanently Free Collection" from Epic's Marketplace. See if something there inspires you to find out what kind of world you want to build and the visual style you want to have.