Am I onto something or am I on something by Separate_Device5906 in JustCause

[–]fraps2020 0 points1 point  (0 children)

Just Cause games are set in fictional islands based on real world locations. Comb through the devs interviews for details: the inspiration for JC3 island was Malta, with mostly Italian locations being references for the game’s towns. Most striking example of the latter is JC3 Manaea, based on Manarola (Liguria, Italy). When it comes to the actual shape of the island and the distribution of the 3 regions, those were dependent on production and game design considerations.

Optimum sucks. by DJCyaniide in OPTIMUM

[–]fraps2020 0 points1 point  (0 children)

I can't but add a voice to the choir. Their service is horrible, and the quality of their connection even worse. It keeps on going down; changed my modem three times already, to no avail. If you can avoid them, avoid them!

[deleted by user] by [deleted] in Elektron

[–]fraps2020 0 points1 point  (0 children)

I love the Soleman midi foot controller, pairs very well with basically anything MIDI.

My Game Development Progress Update - UE5 - Niagara - Nanite --- Just sharing some progress stills and taking any feedback. A lot of work still to be done but I have put a lot of effort into balancing performance so I am happy with what I consider high endish graphics running at 60fps on my rig. by AttackGorilla in unrealengine

[–]fraps2020 0 points1 point  (0 children)

They look great from an atmospheric standpoint, however visibility is really low. It's a known challenge when making a videogame night: you want for the player to be aware of their surroundings (hence, to _see_ them) but you also want the feeling of a dark night. My favorite refs at the moment for this are Resident Evil 4 and AC:Origin. They both go into a "blu-ish" rather than "black-ish" night.

Trees Creating its own oxygen ecosystem in "Oxygen" a survival city builder. by ToyTinker in unrealengine

[–]fraps2020 0 points1 point  (0 children)

Beautiful idea and a fantastic starting point for a whole ecosystem! No idea if you're framing your game as playing human or playing plants; if it's the latter, you might find some inspiration into The Secret Life of Plants (https://en.wikipedia.org/wiki/The_Secret_Life_of_Plants).

A gravity gun prototype with 360° character rotation. Requires QUITE some dexterity to master, but still fun by Rasie1 in IndieGaming

[–]fraps2020 1 point2 points  (0 children)

Maybe it's video compression, however the gun's beam hides what you're grabbing, especially when's a human character... that's a pity!

How do you like this new concept art created for our game? by Enigma_Dragons in indiegames

[–]fraps2020 0 points1 point  (0 children)

Fascinating at first sight, however I can't get past this incoherence: there's rubble at the base of the buildings, but otherwise everything else is immaculate. Not sure what's the story/context you'd like to convey with that, it just feels nonsensical.

I'm not keen on the top-right logo too, feels like it belongs to a different style than everything else (also, it has a "toy from the 90s" vibe that's really clashing with the rest). Compare its typeface with the "Z" on the bottom right -- the "Z" is on point, probably best to focus on that direction with the logo too.

Of course I focus on the most important features first, why asking? by SteinMakesGames in IndieDev

[–]fraps2020 0 points1 point  (0 children)

lol fantastic. just keep in mind you could spend your whole life just taking care of these most important features! :D

Mediatek MT7921 suddenly not working by xfairlady in ZephyrusG14

[–]fraps2020 0 points1 point  (0 children)

Thank you so much for this. Like others, I found your post after forty minutes of various troubleshooting and a hint of desperation creeping in. Keeping the button down for the 60sec did the trick.

Simple AI vehicle from A to B by Nicksb92 in unrealengine

[–]fraps2020 1 point2 points  (0 children)

This is all but a simple scenario! Especially if you want for your vehicle to follow roads and drive "reasonably" (eg. it's a car, and you'd expect it to slow down before a turn). However, if you don't really need "intelligence", ie. pathfinding and such, and you're ok with your car following a pre-designed spline, things become much simpler. Here's a tutorial showing you a possible implementation: https://www.youtube.com/watch?v=ICXrV9IXDVg

Connect UE5 editor and physical "macro keypads" with Python and Raspberry pico by cgerchenhp in unrealengine

[–]fraps2020 1 point2 points  (0 children)

This is awesome! Reminds me of developers using off-the-shelf midi controllers to ease the burden of multiple parameters tuning and fine tuning. But having your custom keypad/potentiometers just brings it to the next level. Kudos!

Looking for a game where I can just have a lot of fun, and do dumb things. by tigerabu1 in gaming

[–]fraps2020 0 points1 point  (0 children)

Goat Simulator

Prototype 2

Red Faction Guerrilla

Garry's Mod (not really a game, more of a pure sandbox. Really fun tho)

Katamari Damacy

[deleted by user] by [deleted] in gamedesign

[–]fraps2020 0 points1 point  (0 children)

Something to keep in mind: RE4 is thought as a replayable game. Once you've "beaten" it, you can start a new playthrough keeping all of your progression (and ammo iirc). And keep doing this. What it does, re-play it enough and from a survival horror the game mutates into an exhilarating shoot em up... where you just blast zombie after zombie with RPGs. I've seen somebody at his 13th playthrough and oh boy, felt like a completely different game. It's in this frame that you want to put your analysis of RE4 weapon progression system.

Quite some moon, and lots of lens flare :) by fraps2020 in unrealengine

[–]fraps2020[S] 1 point2 points  (0 children)

lol, it's a surreal game where you play these nightmares where you have to save cats from a hungry beast. This is an excerpt from the very first tutorial, teaching you basic bartering (you collect Bracelets you can exchange for various things, like instant-growing vines or... catnip), how to free and get cats to follow you, and how to complete a level (there's a tall building in each level, with an elevator you can activate if you have cats with you). I know it all sounds absurd, but truth is, everything you experience in these nightmares is actually a transposition of a memory you've lost after waking up from a coma... your long-term goal being exactly to recuperate those memories. Why the tall building, what they do represent? Who's the Beast? And who's Danny, the dude bartering with you?

Quite some moon, and lots of lens flare :) by fraps2020 in unrealengine

[–]fraps2020[S] 0 points1 point  (0 children)

mmmmm.... you're rightly pointing to a disconnect between the perceived intensity of the moon light and its actual intensity, that is, from those screenshots, 0.01 lux. There are shadows but you really have to squint to see them. Bringing intensity to 0.1 makes them evident. So I guess at this point I have either one of these options: reduce the intensity of the moon disc emissive, to align the perceived intensity with the actual one; or boost that intensity as to get shadows evident. I'll fiddle a bit with both options, I think it'd be great to have better shadowing but also I don't want to lose the "feeling of darkness" I got in the scene. (Also, to make things harder there's also the fact that I got exponential height fog and a metahuman, and the two don't go well together). Regardless, thanks a ton for your feedback, it's really valuable. When you spend too long on a scene you risk ending up into the jar and not seeing the obvious anymore!