I just finished the latest version (0.1.2) after having played 0.1.1. Thought about posting this on your patreon but it go kind of long and since I've seen you be active here, thought it might be easier to digest here.
New AI voice is better.
For the mini camera cuts that show hints, I'd recommend just a camera tilt in the direction vs some of the camera cuts you have, less jarring that way.
For Interactable UI prompts like picking up objects etc. maybe add the input button's key icon to it as well.
The jumping definitely feels better, the jumps I had issues with in the 0.1.1 version weren't a problem here.
The only real major bug I noticed is if you run out of stamina the audio for that sound seems to play multiple times on top of each other, probably needs a do once node with a reset on it (Assuming this is all blueprints) .
As for the player camera, I'm assuming you're just using unreal's default 3rd person character, which are fine, but the Spring Arm Component by default is kind of shit especially in tight spaces. I don't know what kind of budget you're looking at but a combination of something like the Universal Camera plugin ($40 usd on marketplace) as well as some object occluding would go a long way to make sure the camera doesn't get super close to the player model. Advanced Fade Objects PRO $9.99 USD is a decent plugin on the unreal market place to help with that.
I'd say as far as pacing is concerned I'd say it feels a bit slow right now. There might be a way to add a bit of tension at the beginning by maybe hinting at the fact there might be more people awake
as right now it just happens, and maybe after finding the
you might hear things moving around but never see them to help build some of the tension moving forward, the visuals help but that little bit of extra audio could go along way.
I was also curious which version of unreal you're building this in, because if you're in Unreal 5, and if you're using Lumen for lighting there are some very specific ways you have to build the internal geometry to ensure it plays nice with Lumen.
Also for context as to why I'm getting technical is I'm a Gameplay Engineer, been doing game dev professionally now for about 5.5 years, the last 1.5ish using Unreal 5 (Other was in unity).
If you would like advice on anything Unreal related I'd be happy to help just send a DM and I can share the game I've released and what I'm currently working on (Non adult games).
New AI voice is better.
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For the mini camera cuts that show hints, I'd recommend just a camera tilt in the direction vs some of the camera cuts you have, less jarring that way.
For Interactable UI prompts like picking up objects etc. maybe add the input button's key icon to it as well.
The jumping definitely feels better, the jumps I had issues with in the 0.1.1 version weren't a problem here.
The only real major bug I noticed is if you run out of stamina the audio for that sound seems to play multiple times on top of each other, probably needs a do once node with a reset on it (Assuming this is all blueprints) .
As for the player camera, I'm assuming you're just using unreal's default 3rd person character, which are fine, but the Spring Arm Component by default is kind of shit especially in tight spaces. I don't know what kind of budget you're looking at but a combination of something like the Universal Camera plugin ($40 usd on marketplace) as well as some object occluding would go a long way to make sure the camera doesn't get super close to the player model. Advanced Fade Objects PRO $9.99 USD is a decent plugin on the unreal market place to help with that.
I'd say as far as pacing is concerned I'd say it feels a bit slow right now. There might be a way to add a bit of tension at the beginning by maybe hinting at the fact there might be more people awake
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I was also curious which version of unreal you're building this in, because if you're in Unreal 5, and if you're using Lumen for lighting there are some very specific ways you have to build the internal geometry to ensure it plays nice with Lumen.
Also for context as to why I'm getting technical is I'm a Gameplay Engineer, been doing game dev professionally now for about 5.5 years, the last 1.5ish using Unreal 5 (Other was in unity).
If you would like advice on anything Unreal related I'd be happy to help just send a DM and I can share the game I've released and what I'm currently working on (Non adult games).