After much playtesting I've developed an optimized way of playing the game. Now in this overhaul of character controller I am trying to make it so that it is as intuitive to play that way as possible. Previously I had an extra button for combat stance, which ducks and crawl / ducked run. And then another button for dive.…
Was looking at some ways I might improve the character model and I started looking at metahumans, and then spent some hours figuring out a workflow how I can get the parts I want from it to improve realism, but get rid of the extraneous resources and complexity... what a rabbit hole. I started to think, "this is the…
Thanks @zetheros I go back and forth on how far to push it. Sometimes I love it, other times I feel like it's too heavy handed. But the buildings will get eventually get some accent colors which will break up the monotony of yellow, so I better wait until materials are in place before making a final decision about lighting…
Did you think about first person camera? Painkiller, Dark Messiah and Thief come to mind as FPS with projectile based weapons. Any gameplay aspects that make it neccessary to be a third person camera? I imagine switching has potential to reduce the amount of work: less player anims, room for fakery, less camera struggles…
I'm still not finished with my current game project, but I took a break from it for nearly two months to prototype some ideas for next project. The main problem I want to get around is that there is too much work for a solo developer. How can I make smaller games? But it still has to be something I want to play and am…
thanks sacboi! I feel like I've been making progress very slowly with the level design but things are starting to get moving. i didn't expect it to be as big a deal as it is - so far it has been the most challenging aspect of the development. But it is also area I have less experience. Had done a bit of enviro art and…
Okay I haven't reached next milestone but learned quite a bit in last week. Initially I was turned off by Unreals viewport tools so decided to do level blockout in maya instead. It is definitely feels a lot faster because you have many QOL things like isolate select, invert selections, full suite of modeling tools,…
It's amazing how even a little bit of set dressing and some music can add a lot to the overall feel of the game. Some random notes that came to mind: -I like the addition of the cypress trees. They break up the skyline. It might even be a good idea to have other types of trees for some variety in shape and size, as some…
Here's some play testing first level after blocking it out in unreal The basic synopsis is: you are an amazon warrior, it is early bronze age on your way to athens, something terrible has happened, the city is sacked, the soldiers are like zombies, and monsters are doing monster stuff fight through the streets, at shrine…
@Fabi_G Yeah for now I only use minimum time to block in the animations and not doing any polish. There are no transitions at all so its a bit janky. But playing feels smooth and responsive so getting animations to fit will just be a process of iteration. But its only a single main character and I don't have any special…