Twitch Streamer & Game Dev (
@godmode_true
) working on Suit for Hire, unannounced post-apoc game and Ronin 2072 | Business Inquiries: crimsonstreamer
@gmail
.com
A lot of improvements with enemy AI and overall gameplay flow, still some issues to iron out but I think the next mechanical update should be a big step forward for the game
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Making 'The Day Before' parody - Day 39/?:
Dismemberment, crawling, better sounds and more in this little update- we also tested around 25 zombies on stream and was able to still have 60 FPS, so that's pretty neat.
Other stuff also done like bandaging and improvements.
Making 'The Day Before' parody - Day 37.5/?:
I stayed up way too late (bugs galore), added kicking and more swing animations, new sounds amongst other things. I really wanted a shove animation rather than a kick but this is all I got for now.
Time for rest, cheers.
Making 'The Day Before' parody - Day 37/?:
- scrap menu is in and working, adds materials to the player when scrapping various things, also added some UI animations
I haven't shown it here but I also sped up the weapon swing anims and fixed some jankiness.
Making 'The Day Before' parody - Day 45/?:
A convenient spot to climb into, still need to work a bit more on the camera placement and the sound effects but it's looking pretty neat
First time using Motion Warping too and it's sweet to work with
Remaking 'The Day Before' - Day 32/?:
A full video of the progress so far, crafting is sort of in and looting storage like bags, etc.
Additionally, lots of people seeing my posts now, firstly, welcome! I'd like to clear up what the point of this project is in this thread:
1/
Progress on the 'Day Before' parody gameplay trailer, haven't shared a clip in a while so here it is:
Improved the camera when mantling, still not perfect but much better than before, also some lighting/exposure adjustments
Also tested multiplayer and it's feeling good!
Appreciate the feedback to the past 2 posts, adjusted a few things and it's looking okay.
I'm not the best artist especially at large scale but I'll do my best to improve things.
Of course, graphics settings will *always* be available for those who can't run Lumen, etc.
Making 'The Day Before' parody - Day 35/?:
- first iteration of melee combat hits, not 100% happy with it just yet but it's getting there- sort of works in multiplayer as well, just needs a bit more finetuning
- complementary bug at the end
It's not perfect but getting there!
It's been super fun so far just doodling around and coming up with stuff for the various environments for the parody trailer, needs some much needed optimization though...
Also ordered 2 of The Last of Us concept art books, looking forward to studying those.
Dismemberment isn’t just visual, zombies won’t use the arm that you shot off limiting their attacks- as you saw, shooting both arms completely disables them.
In the future I’d like to add a bite or headbutt anim for when they have no arms, not for this parody though.
Making 'The Day Before' parody - Day 39/?:
Dismemberment, crawling, better sounds and more in this little update- we also tested around 25 zombies on stream and was able to still have 60 FPS, so that's pretty neat.
Other stuff also done like bandaging and improvements.
Making 'The Day Before' parody - Day 35.5/?:
- made some changes/additions to the crafting workbench, crafting things now takes materials and also improved the UI a bit
Salvage menu next!
The city is getting there- still quite a bit to do, one thing I'll have to tackle is this feeling of 'flatness' in the scene that needs to be worked out alongside breaking more things like glass, etc.
Getting super close to done with the parody project, expect the video tomorrow (definitely not sleeping tonight)
I've been crunching to have it ready for tomorrow cause it's too fitting of a day for the name.
Fans of The Division are really going to enjoy tomorrow's video. I might have overscoped and had to stay up until 6 am yesterday, but it was absolutely worth it for the atmosphere that the video will have.
Getting super close to done with the parody project, expect the video tomorrow (definitely not sleeping tonight)
I've been crunching to have it ready for tomorrow cause it's too fitting of a day for the name.
I really loved this moment, while me and Jay (player on the left) were recording this take, we both spoke about how it really gave off a The Division vibe- would love to keep that visceral feeling for a true survival game.
Full video:
Remaking 'The Day Before' - Day 31/?:
- worked on the crafting menu, should be easily reusable for the salvage menu once I get it in a nice state
- the icons look like shit, I know
Okay time for sleep, no all-nighters for me anymore guys, sorry!
The parody gameplay trailer for 'The Day After' is out now! Thank you everyone for your support and patience as I worked on this mini project, it's been an absolute blast to work on and I look forward to future endeavors.
For now though, I need sleep.
In other news, here's the city so far for the parody of 'The Day Before' gameplay trailer, lots of work to do environment-wise but we're getting there.
I believe we're at around 270+ hours in total work time.
Speaking of kick animations- quite a few people have been buying my current game in development, Suit for Hire. Huge thank you to everyone picking it up!
This is easily one of my favorite clips from the game's development, showcasing door interactions.
I believe my next game will be a smaller roguelike mode of the 'zombie survival' game that'll contain aspects of inventory management and combat that can then be reused for the larger open survival experience.
Taking inspo from the No Return mode in TLOU.
Another environment walkthrough of the 'Day Before' parody as I crunch to get all of this done...
Note, this is just a gameplay trailer for fun, I'll work on a real zombie survival game in the near future (that'll hopefully look better and be more optimized).
Been recording some footage for our next update trailer and this moment was so much fun to record- silenced pistol and some juicy shotgun action.
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Yeah, I use assets, so what?
If the game is fun and people like it, who gives a shit.
Besides ALS and Engore, all of the systems like the inventory, shooting, etc. is my own doing, what do you think I spent those 150+ hours on?
Remaking 'The Day Before' - Day 20/?:
- added zombies (since it's a zombie game...), still super early on, can't kill them yet or anything just yet- lots of work to do but better to start now rather than later
Anims also look a little funky, and they'll need sounds and senses
Haven't had too much time to work on the TDB parody project but here's a mini update:
Messing around with a trash generator, trash in the streets will definitely make it feel more 'alive' and lived in. Maybe a bit too much cardboard though...
Making 'The Day Before' parody - Day 34/?:
- added rough beginnings for the bat melee weapon (lots of animation polish needed), just a couple hours of work, had caffeine withdrawal headaches for most of the day sadly
Will get attacks in tomorrow if I have the time!
I've been asked to upload some of the development of TDB parody on YouTube, here's a full video starting from the first 5 hours all the way to 200 hours of development.
Almost ready to start recording that trailer, for now, Happy Holidays everyone! 🎄
“You clown, this isn’t even close to what TDB made!”
I’ve only been messing with stuff for a month, use the brain that was given to you, come on.
No wonder game devs don’t like sharing their process, I don’t blame them. I still enjoy it though, cheers to those supporting.
New mechanics are feeling really good, sidestep is a new way to dodge attacks quickly (with more risk if not on time) and diving feels a lot better animation-wise.
More progress coming
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This whole The Day Before/Fntastic situation will most likely cause a pretty substantial ripple throughout the entire game industry.
We’ve never seen something this big be this poorly managed. Wow, I’m still stunned
I just pushed another patch for Suit for Hire including fixes for music and substantial bugfixes and improvements to input buffering; melee combat should feel more awesome to use now.
Here's the initial patch notes:
For legal reasons I have to state I had nothing to do with their shutdown.
In other news, I may have an announcement in the next few weeks as we flesh out some details internally.
More progress on this street,
I think signage is going to change this scene *a lot* so that'll most likely be the next challenge alongside adding variety to vehicles like open doors, broken glass, and more.
The city is getting there- still quite a bit to do, one thing I'll have to tackle is this feeling of 'flatness' in the scene that needs to be worked out alongside breaking more things like glass, etc.
I know it may look a lot like that one trash asset on the marketplace, the models definitely are from an asset but the actual generator system I ended up making myself.
Even though I'm crazy with buying assets, I couldn't find myself spending another $45 for more models 1/2
Haven't had too much time to work on the TDB parody project but here's a mini update:
Messing around with a trash generator, trash in the streets will definitely make it feel more 'alive' and lived in. Maybe a bit too much cardboard though...
I really loved this moment, while me and Jay (player on the left) were recording this take, we both spoke about how it really gave off a The Division vibe- would love to keep that visceral feeling for a true survival game.
Full video:
Also, lots of people asking if I’ll release this parody build, as I mentioned, probably not.
I’ll release something better, I just need time to finish Suit for Hire and then I can work on my vision of a co-op zombie survival game.
Appreciate your patience! 🤘
@DeefActual
I’ll have a more proper announcement in the future but I’m thinking yes, after my current game is wrapped up, a co-op zombie survival game will be my next endeavour. 🤘
Alright, it's interesting how low impact AO is for a lot of people, curious what people think about these two and let me know which you prefer:
Left (Lumen enabled), right (Lumen disabled); albeit I still have some tweaking I need to do for Lumen to look right.
Remaking 'The Day Before' - Day 30/?:
Definitely going to be releasing the video after the 7th sadly, but I worked on a bunch of stuff:
Looting storage, drinking, physics on the bag, zombies now have different limb damage (e.g. head is 2x damage), more multiplayer work
1/2
This is gonna be the new "ALS"/animations that you see absolutely everywhere including random shovelware games on Steam
Not saying that's a bad thing necessarily- I'm probably gonna dive into/use the motion matching demo stuff too 🤣
Environment walkthrough so far, Twitter/X compression felt horrible so I went ahead and uploaded on YT- still not perfect either, will work on improving the video quality even further.
Added some broken glass, flickering lights and more.
Remaking 'The Day Before' - Day 14/?:
- added weapons on player's back
- added equip anims
- added VERY slight headbob (this running anim is not great)
More to do, but getting there! Let me know what you think about the progress so far, is the headbob too much, etc.?
Remaking 'The Day Before' - Day 20.5/?:
As requested, I'm getting multiplayer working for the parody trailer, I had to update the project to UE5.3 and get the community version of ALS, still a lot to do but I think I need sleep since it's 6am now... oops.
For those curious about stats working on TDB parody:
Started on March 20th (my GPU died during this period, and other work came up causing me to stop briefly)
- 48.6 hours in 10 work-days
Now, continuing on Nov 15th
- 130.5 hours in 20 work-days
I track my hours on Notion.
We made some base price decreases in some currencies for Suit for Hire making it a bit more accessible- check it out if you use:
- CHF, Swiss Francs
- EUR, Euro
- PLN, Polish zloty
Cheers and enjoy! We hope everyone's having a good time with the new update!
Looking for work starting in August,
I have 5+ years experience working with UE4 & blueprints, hardsurface & prop modelling, UI/UX design, and a few other skills- allow me to help you create your game!
Demo reel coming soon, RTs appreciated! 💙
Added kicking to demon sword game and slowly figuring out how GAS works, made it so enemies get knocked around using it
Lots more to do before this starts to feel good
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Suit for Hire's next update (v20.0) is gonna overhaul almost all mechanics and change up the game (hopefully for the better)
- new sprinting system alongside sprint attacks
- animation and sound improvements
- slowmo and other systems adjusted to allow more freedom
and more!
Remaking 'The Day Before' - Day 27/?:
- added equipment UI (kind of cluttered but it'll do)
- better hit reactions (it looked "pathetic" before)
- reloading now takes from ammo in inventory
- ammo on HUD (needs to disappear when out of combat)
Lots of progress this time around.
The game provides a lot more opportunity for playstyle flexibility now alongside the new sidestepping, ultimate/stamina changes and more- all coming in v20.0 and a future test branch.
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Remaking 'The Day Before' - Day 28.5/?:
- added sounds (such an important part of zombies imo)
- zombies can now attack (still need hitreg/impacts)
More sound work to come- we're getting there, slowly but surely.
The point was never to mock Fntastic, it was to make a parody gameplay trailer in the 'zombie survival' genre, and showing how much can be shown in marketing material with short dev time.
All fun and games, will dev a real Z game in the near future.
@thecrimsondev
lol the games already dead and i think you've proven your point man. no sense in beating a dead horse. focus your efforts on designing a game you can actually be proud of.
I'll 100% start with my own IP, designs, etc. (better designed too), and you'll be the first to know when the project begins and how it develops.
I love sharing the process of game development to people, and this zombie survival would be no different.
Thanks for the support 7/7
It would appear there's an alarming amount of people that think I'm a Day Before dev,
I am NOT affiliated with Fntastic or The Day Before, I feel like that'd be pretty obvious...
This project started when I noticed how different each trailer for The Day Before looked, almost like they were different games from each other. Which sparked a thought in my head, how easy would it be to create my own gameplay trailer for a zombie survival game?
2/
New swing animations, not sure how I feel about the whole 'sword throw' mechanic for a regular ranged attack, might consider a bow and/or fantasy guns
I have to prototype abilities too but a basic ranged attack will be important (I think)
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Sorry for spamming y'all, I really appreciate everyone giving their feedback and opinions, it helps a ton!
Here's the new lineup, I'm thinking it's SUPER close to a really nice new logo!
Some additional ideas/concepts based on y'all feedback, thoughts on these?
I kind of like the border since it solidifies it but definitely makes it feel claustrophobic... or something.
Remaking 'The Day Before' - Day 26/?:
- added reloading and max ammo count
- improved zombie hit reactions (still needs more work)
Let me know what you'd like to see in the parody gameplay trailer, I'll post my current to-do list in the next reply.
Pushed a new beta branch update with more AI improvements (still WIP), UI scale options, and tons of bug fixes
A little peek at what the music composer
@MistaWal
's been cooking too
Looking for any feedback so feel free to send them my way
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I did it, the trains work (for the most part)- once I change the collision and optimize it walking from cabin to cabin should be smooth as butter.
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@playronin2072
Lots of progress on Ronin 2072, the directional attacks are probably going to go but at least it was fun while it lasted. Super work in progress, but hot damn, it's getting somewhere.
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@thecrimsondev
Please please please make it PvP coop and single player is boring af people compare it to TDB but at least that had PvP single player and coop is boring and too casual