Nice work for the time. I like the claustrophobic effect the visor can have. Keep building on the level design. :)
Multivitae
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No probs!
In terms of the foliage models you can select their mesh asset, right click and replace with a lower detail version, if their from megascans it's a case of downloading the lower detail one and doing a switch in the ue editor.
The maps were done just right, it's just the inner 'corridor' level had some parts to the side where it was possible to run off and between the player part of the level and the middle distance mountains. So yeah you could 'get out' as the player!
These arent even things that are even 'wrong' its just part of the process of working through and tweaking it.
We'll have to set up a group of some sort, but in the mean time feel free to post on here with any questions and updates!
Amazingly ambitious, but it works! loved the setup, with the rolling mist, and the whole vibe reminded me of old Neverwinter Nights! Being able to fascinate villagers with a floating spooky candle gave me no end of entertainment!
It was downright just fun to play, I liked the cute humour in some of the signs, I ran out of time to visit Tim's Trinkets unfortunately! Loved the soundtrack!
Ran into a weird bug whilst talking to the ghost, which I couldn't replicate, where the game would fail before you'd finished talking to her right at the beginning. Restarted and it played right through fine after that.
Overall very good :)
This one has really piqued my interest, but at the moment I can't do it justice, as I can only run the menu. It looks fantastic, but not owning a game controller, I cant play it yet. This is as much a learning experience for me, as a game dev hopeful... why don't I own a $10 gamepad!
I've ordered myself a controller hopefully it gets here in time for a review!
Had a grin on my face playing this, even in it's very early stages I can see massive potential! Even without sound the axe swings seemed visceral. I started to get vibes from old wave combat games such as Painkiller, Duke Nukem and Doom. So this game is in solid company.
Keep going! Consider reducing the environment textures and foliage to medium, or even low levels of detail, as the player won't be seeing them as they charge into combat! Ensure your map is blocked off correctly (I love the towering, otherworldly mountain cliffs!)
Adding some proper gritty audio to this will do wonders! Excellent beginnings, and I can't wait to see what you can do going forward! Well done :)
On my first play through, I almost destroyed my keyboard with my drink due to the jump scare the creature gave me, I give this 5 drowned keyboards out of 5!
Excellent worldbuilding and map work, the forest has maze elements without falling into the trap of backtracking, intriguing set pieces and of course the beast! (I have an actual and real fear of Wendigos, so must admit had to stop playing after it got me, but after a lie down I'll get back into it!) Camera zoom controls were on point and felt very natural. Level of detail culling was very good, as was the addition of a graphics menu, which ensured my experience was silky smooth even on old equipment.
I didn't notice any player feedback through the camera when I had the monster in full frame, even after following it around for about 20 seconds, it then turned around and spotted me! Also some slight environmental sound cut outs after being in camera view and zooming in and out all the way. But apart from that very solid!
Succeeded within the genre of the game, which was to scare the bejeebus outta me! Well done! :)
Brilliant game. It connected me emotionally to the protagonist very successfully, and looked gorgeous. I found myself genuinely invested in narrative. The inflections in the voice acting were on point and didn't sound out of place, which I can imagine would spoil a game of a serious narrative like this.
Some optimisation will be needed for peasants such as myself with older equipment, as it was very choppy, but again not enough to really ruin the experience (and again not really 100% the games fault!) Lastly a way of accessing the precious memories without then yeeting them around the map; my flowers ended up in the lake! Which made me actually upset ;) - again that may also be down to my pc dropping frames and freaking the physics out!
Good job! Solid game, with well paced beginning, middle and end structure. Succeeded in one of the toughest endeavours, which is to make something emotional and serious not end up coming across corny, or even worse, funny.
Hey all,
Hopefully just a few pointers and links from what I learnt yesterday whilst trying to package and export a test build, as I encountered a few pit falls and didn't want anyone missing the deadline after creating a project and then not being able to release it!
First check out Matt's guide here
Then, if this is your first foray, your computer will probably need to install some C++ dependences, this is so Unreal can encode your Blueprints into the code that Windows needs to run the game. Follow this link to install Visual Studio by Microsoft.
https://visualstudio.microsoft.com/vs/features/cplusplus/
Click Download Visual Studio with C++ and in the dropdown you can select Community 2022, install that and restart your machine.
Unless you plan to code for Unreal using Visual Studio, these steps should have your system setup correctly as is to package and export your project for Windows.
In terms of the output log in the event of a failure (of which yesterday I had a few!) Anything in red will cause a fail. I had some inventory code that failed due to a strut type being unrecognized, turns out the blueprint code was ok, and it was an old, on again, off again bug Unreal has had for ever. In my case the Unreal error code was :Unknown, cheers guys! So I instead googled the node in question, and turns out just deleting and then re-adding the node to the effected blueprints fixed it!? Anyways, my point is to not get flustered, take each red line one at a time and work the problem through google, search and sort. All part of the game I guess!
Hope this helps eliminate any last minute stress!
Looking forward to what you have created :)
Hey, you'll have to package up your project for Windows, then zip up the files that unreal exports and upload that. Check out Matt's Youtube guide here.
Don't panic if you get a few warnings in the post log, I'll try and help if you have any issues. It took me most of yesterday getting a working test build out!
I've posted a quick guide in the Community section with a link to visual studio that you might need to export your project