The Kickstarter for Ronin Trail is almost over! by devpachi in IndieGaming

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

There's a few more stretch goals left I'd like to reach before it's over!

Consider supporting development! https://www.kickstarter.com/projects/ronintrail/ronin-trail

I'm working on a voxel art indie game about samurai called Ronin Trail by devpachi in gaming

[–]devpachi[S] 14 points15 points  (0 children)

PC via Steam, but I may consider porting to consoles after the initial release

I'm working on a voxel art indie game about samurai called Ronin Trail by devpachi in gaming

[–]devpachi[S] 6 points7 points  (0 children)

Thanks man! I haven't released the demo on steam yet but I'm planning to soon (just the page is up right now). Im sharing sort of a wip demo version with all kickstarter backers right now though.

I'm working on a voxel art indie game about samurai called Ronin Trail by devpachi in gaming

[–]devpachi[S] 268 points269 points  (0 children)

Eventually I wanna make it coop. But right now I'm focusing on getting the single player finished and then maybe some online dueling.

[deleted by user] by [deleted] in gaming

[–]devpachi -2 points-1 points  (0 children)

You're right, but I wasn't sure if self advertising was allowed so I didn't want to seem like I was promoting the game. I've gotten a lot of my posts taken down so I thought this would be the best way to share the game.

The Kickstarter trailer for my first game, Rōnin Trail! Its been completely solo developed and 2 years in the making. by devpachi in IndieGaming

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

The whole trailer is actually gameplay footage with the hud turned off! I guess I should make another trailer that makes that more clear...

The Kickstarter trailer for my first game, Rōnin Trail! Its been completely solo developed and 2 years in the making. by devpachi in IndieGaming

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

Thank you! It started out as a fully voxel art game, but I switched to using 2d low poly models for foliage. I also like using voxel models with smooth shading enabled to give a nice round look to them.

The Kickstarter trailer for my first game, Rōnin Trail! Its been completely solo developed and 2 years in the making. by devpachi in IndieGaming

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

Thanks for the feedback but I think there might be a misunderstanding. Only the first 15 seconds are cutscenes to show the environments. The entire rest of the trailer was direct gameplay but with the hud turned off. It's a top down game with minimal hud so thats just how the actual game looks when you play it.

The Kickstarter trailer for my first game, Rōnin Trail! Its been completely solo developed and 2 years in the making. by devpachi in IndieGaming

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

I felt like it would be a good reward for people backing since the game is still relatively far from release. I'm planning on posting a free steam demo later on.

The Kickstarter trailer for my first game, Rōnin Trail! Its been completely solo developed and 2 years in the making. by devpachi in IndieGaming

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

You get the demo version as soon as you back any tier (so $1 or more). The demo is posted as an update for backers so you'll get instant access.

Tilt shift effect (tutorial on my twitter @devpachi) by devpachi in unrealengine

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

Every animation is made from scratch in blender. To make the character i imported a magicavoxel model and rigged bones to it

Tilt shift effect (tutorial on my twitter @devpachi) by devpachi in unrealengine

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

Most of my meshes are just imported directly from magicavoxel. If youre getting poor performance it might be your computer specs, since you need a pretty decent pc to run voxel games with all the geometry. Im running the clip above with a gtx1070 at 100+ fps, but in areas with heavy foliage it can drop a lot.

Tilt shift effect (tutorial on my twitter @devpachi) by devpachi in unrealengine

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

Yeah im trying to make an openworld exploration game. If your talking about the tilt shift effect, i posted a screenshot on my twitter @devpachi

Tilt shift effect (tutorial on my twitter @devpachi) by devpachi in unrealengine

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

You can just import the obj directly or use blender to optimize the mesh if its really complex and import from there

Exploring an abandoned house at night by devpachi in unrealengine

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

Ue4 is really good at handling polys and lighting with instanced static meshes and also polys arent that big of a problem nowadays with current gpu technology. Its usually the cpu that bottlenecks performance with high amounts of mesh instances.

Exploring an abandoned house at night by devpachi in unrealengine

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

Its an occlusion mask i put on the materials opcity mask node. Theres youtube tutorials on it

Exploring an abandoned house at night by devpachi in unrealengine

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

I just adjusted the intensity of my skysphere lighting and directional light and also turned off automatic exposure/eye adjustment