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Allison Road - Survival Horror

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    thank you guys! you're awesome!
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      I want to ask you something if it's not a problem Our game as yours is a Survival Horror and we noticed that you use "PS4" in-game cases With different games on them. We are doing exactley the same thing but our question is wouldn't there be any legal issues with sony or microsoft regarding the titles ? Or the developers ? here's a screen from us :P

      http://prntscr.com/7oeoz5
      http://www.indiedb.com/games/alone-the-untold
      https://forums.unrealengine.com/show...855#post408855

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        hello

        yes, that's quite possible. I mean you never know.
        Imagine you put all this work in your game.. then you release it and then they make you take it down.. fark. no thanks
        we're gonna replace everything that's an actual brand for the final release, just to be on the safe side
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          You could just contact the studios, I'm sure some of them will be fine with it, it's free advertising.
          ProBoon, Old-School FPS, Open Source & Tutorials
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            How did you manage to achieve the meshes in screenspace with the ability to rotate????

            Coming 2016| Interested joining my team, email me: daniiartsstudio@gmail.com
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              Been following this thread from the start and now it's just blown up all over the internet. Congrats!

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                Nice man. I was really having a feeling that the ghost would pop up at any moment so didn't watch the full video.
                But very realistic overall.
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                  thanks guys!

                  liondog, I'm not sure I understand?
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                    Originally posted by HSbF6 View Post
                    thanks guys!

                    liondog, I'm not sure I understand?
                    I think he's wondering about your system where you select an item in the world, and it's 'picked up' and can be rotated and seen from all angles.

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                      Two questions to the developer:
                      1) Is this Indie game going to be developed solo?
                      2) Will this Indie game be free or be paid at a small cost, knowing the fact that it's already greenlit to Steam? The last time a solo developer named ChickenRibsCombo created a horror game as a free mod of UT2004 called Out of Hell.

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                        This is an AMAZING game!I can't believe how this game got so much hype and popularity.
                        The unreal engine is amazing in its own way

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                          Well, i could ramble on all day asking about this WIP, but i'll keep it short for now.
                          First, could you describe the general idea of how the games going to progress?

                          If i have to walk around a house for 40 hours zooming in on objects i'd get pretty fatigued quite quickly. How are you going to drive the narrative of the game?
                          What sort of exposition will there be?

                          I find myself struggling to play horror games that don't have some sort of driving force other than "this way to the next jump"; for example Resident Evil V vs Resident Evil: Nemesis. I feel Nemesis built tension both with random and scripted encounters with Nemesis, thus subsequent play through, either by NG+ or dying and replaying the same area are kept fresh.

                          Also, I'd seriously think hard about the soliloquy, I think the text on screen is a preferred method for a reason.

                          What kind of material are you using for reference (if any)? Lynch, Ito, Carpenter, Toyama, King? Would be interesting to know.

                          Looks really top quality so far, hope everything goes smoothly for you.

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                            Originally posted by liondog View Post
                            How did you manage to achieve the meshes in screenspace with the ability to rotate????
                            Originally posted by Stavaas View Post
                            I think he's wondering about your system where you select an item in the world, and it's 'picked up' and can be rotated and seen from all angles.
                            We have two ways of rotating items. Well one is technically not an item rotation but simply the camera rotating around the item. So as you move the FPS camera you look around it. This was achieved simply by switching the item to an absolute rotation on pickup after attaching it in front of the camera.

                            The other way is to rotate the item itself using WASD keys. Presumably that's what you mean by screen space rotation. So with the item in absolute rotation it is unrelated to the camera rotation. To get around that I had to write my own sort of mapping function. It just takes the camera yaw and the axis value from the input and returns a custom rotator. So yeah this is nothing that works out of the box I think.

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                              Congrats on the coverage guys. The game looks great.

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                                Excellent work- love the tone and look, really shows that you have put a lot of time and effort into each model. One thing that I have noticed consistently through watching the prototype gameplay multiple times and in the screenshots is that the lampshade shadow that is casting in the hall looks really out of place and strange in context to the nice clean lighting everywhere else- just in terms of cosmetics I would not render the shadow for the lampshade. It's a very small thing but I feel it slightly takes away from the realism and immersion- all just my opinion- just wanted to offer my constructive criticism. Mabye I'm crazy and no one else sees it, but it's the only thing that I can flaw in the very impressive demo!
                                ARTSTATION: https://www.artstation.com/artist/noisestorm

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