any reason why?
DJ L3G3ND
Creator of
Recent community posts
thanks for the feedback, Im glad you liked the tutorial since I didnt really know what I was doing lol and was just hoping Id explained things enough. the music used isnt actually mine and I guess I shouldnt really keep it in the project much longer but ideally that is the type of music Id want for it officially in the future.
now that you mention it, I think I forgot to even properly explain how to switch weapons, but one of the level descriptions mentions it. ironically, after the tutorial. I have tried out a blocking mechanic but I couldnt figure out how to make it very useful instead of just attacking first. every time Ive tried to make the combat more complex it kinda just becomes more confusing so Im not sure I want to change it too much now but I could explain some things about it better. I was interested to see how people would manage when suddenly faced with a bunch of sword enemies.
and yeah, Ill definitely add a little popup after you die, currently you can hit enter to restart but I didnt really explain that anywhere
thanks for the detailed feedback, I often forget about things that I havent explained; when your head exploded you might have accidentally hit F, I was using that for testing but I never took it out, unfortunately quite close to the other keys
- I think my friend had the same problem, I should explain in game that you dont actually have to be facing the wall to wall jump, I think thats where people are having the problem but admittedly the controls are a little odd since it was originally more of a shooter
- honestly not sure why steam vr opened but I must have set up some steam integration at some point, I think unreal likes to do that
- didnt get around to setting up proper editor ui yet, currently you have to playtest with T and then use the normal pause menu
- thats a good point, Id never thought of it this way, Id been focusing on the sandbox element a lot so was planning to have the character creator easily accessible and then a community levels tab next to the official levels. funnily enough Ive been inspired by Happy Wheels a bit in that regard and now that I think of it, Happy Wheels' Play button is much bigger than the rest of the options lol
- thats interesting lol I never actually used my controller on this, the animations check for if youre holding a movement key
- you can hit enter to restart the level when dead but thats another thing I didnt explain properly yet
but again thanks for the feedback and Im glad you enjoyed it, Ive not been very motivated to work on this so this is good to know
woah thanks, great to hear something positive about it lol. admittedly I havent spent long with the generated level so its a bit unfair having to instantly fight a bunch of sword guys with no weapons, main thing is to keep kicking before they can hit but it wont always work against lots at once. I honestly think the movement is often more satisfying than the combat, so Ive been wondering about the best way to design levels in general
love the concept lol, I knew what was about to happen as soon as I saw the street corner, and the pathfinding mechanic is pretty creative, never really seen this done in games I think. would have liked to see them run into each other and meet at the end but I guess you didnt have time, the intro was great though
a bit dark lol, and it seems all you need to do is run to the basement and spam e on the saw thing? everything else is slower than that. also, seeing her hop around with one leg and no arms reminds me of Ben and Ed lol
personally I would have disabled shadows for this because it seems every object in the map casts shadows, and Im not sure how many lights you have. settings shadows to low makes it run 100 times better