#Enemies lie in wait after spotting you...be careful, sneak up behind them...
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Woah that looks really good, I really like the gun disappearing
Thanks! I wanted really quick item switching to encourage synergy and not feeling like you need to choose just one item to equip at a time
I like the fact that music is minimal and gun shot feels like too much of a problem in an environment where silence is the only resident living there. Player Footsteps are sounding nice as well.
One thing I would suggest if it doesn't break the game idea is dynamic breathing with fire shots it's fast and hap-hazardous and when near/approaching enemies within the vision cone it becomes audibly unstable not too loud but enough to give player feeling of anxiety and caution that a danger is being approached.
Sound of air/Ambience feels like you near the tunnel entrance not like a real room IDK if it's actually for the game or just testing level.
Also one small thing I've noticed is that gun is clipping through the objects.
Overall I love it and it's very interesting in a way that gameplay in testing phase is working so beautifully that it already gives the idea of what type of over arching theme of Game is.
Thanks for the feedback.
I don't have any voice acting yet, so breathing etc has no sound but the AnimBP does have dynamic breathing in already, which increases when you attack, are attacked, and some other circumstances. So I can increase the level of breathing when threatening (holding out the gun), that's definitely a good idea. And will be adding "panting" sfx eventually 🙂
You are in a tunnel system underneath a city in this part of the level - I only have the one ambiance created for this zone, with no dynamic changes for the rooms in the tunnel system. I do intend on fading it slightly in some areas, though, but the sounds you're hearing is the air, maybe the generator (maybe it's too far to hear properly in this clip I forget), crumbling old concrete, and city up above.
Yes, items clip the environment for now. It's a difficult problem to solve, but I have prototyped many methods and have not settled on one yet.
Thanks for the notes and compliments!
For the Cliping Issue Since I did a game in FPS in Unity I used two cameras, one to render player view other to render gun on a separate layer using that we used to solve that issue in unity IDK if that is applicable in UE since I'm new on this engine hope it gives some help.
I'm not a fan of that solution for many reasons unfortunately =/
As the game is not FPS, but TFP (True First Person) (you have a body that exists in the world) - it can be misleading info for the player to render the gun on top of something even if it's physically "past" it and can lead to janky gameplay.
Other thing is I dont like how it can make the item look very small when you're up against a wall.
My main solution is to have hitbox detection on walls and switch the animation to hold the item facing upward, it looks much more realistic and immersive.
Also, using custom depth/render order doesn't fix the fact that if the gun is clipping through the wall, it can shoot through the wall still! So I would have to change the way projectiles work as well lol
Right now they spawn at the barrel and fire from there toward the center of your screen, which feels nice and realistic.
I see, these things are quite different then in unity in that case, I'll keep these in mind as well. Currently I'm trying to work on a prototype myself so this is new to me thanks.