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Tunnels of Despair

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  • #16
    Originally posted by Greysil View Post
    Thank you a lot for your support, your support is the main motivational drive for us to continue developing. We took inspiration from the "digger" subculture (groups of people that infiltrate various underground objects, investigate abandoned tunnels and constructions) that grows in our country, documentary and pictures of subway constructions, and a lot of real life abandoned and functional mechanic devices we seen directly, or on web reports. We actually visited places like this.. there is a lot of stuff like this.. abandoned.. rusted.. old... and in the same time huge and inspiring.
    I love exploring abandoned places too, thats some element i wanna implement in my games combine with Horror like you guys.
    It's hard to get the same "digging" atmosphere in games - thats why i'm really impressed

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    • #17
      Looks great, I really like the Half Life 2 style starting sequence

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      • #18
        me visually impress
        Fighting Game Template: PROJECT: Unreal Fighter 2D

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        • #19
          Originally posted by FrozenKill View Post
          I love exploring abandoned places too, thats some element i wanna implement in my games combine with Horror like you guys.
          It's hard to get the same "digging" atmosphere in games - thats why i'm really impressed
          I wish you all the luck on that front. For us it seems to come like the inspiration, and we will try to make things pretty authentic, as much as we can for the sake of the gameplay.

          Originally posted by shinkicker View Post
          Looks great, I really like the Half Life 2 style starting sequence
          Thank you for your support. Yeah I love the Half-Life inspiration. It contains some part of this theme too, with all the abandoned places scattered around.
          Last edited by Greysil; 04-10-2017, 07:20 PM.
          Tunnels of Despair
          Unreal Forum Thread: https://forums.unrealengine.com/show...els-of-Despair
          Steam: http://steamcommunity.com/sharedfile.../?id=701952872
          Twitter: https://twitter.com/BearFightersDev
          IndieDB: http://www.indiedb.com/games/tunnels-of-despair
          YouTube: https://www.youtube.com/channel/UCgH...bAMuUp40vLgWuQ

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          • #20
            New screenshot ...

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            • #21
              I really like the idea, too! Keep us updated with progress
              When there is a playable Alpha I would like to give it a test as well.
              Can (or do you want) to tell us, what kind of enemies there are? What kind of AI is walking through these tunnels?

              And.. yeah.. maybe you should really change the story a bit, since the entire tunnel system seems to be manmade and it is a bit confusing if you tell that the player will be there as the first person ever^^
              Check out my GTA2 remake in UE4

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              • #22
                Originally posted by Hackmet View Post
                Can (or do you want) to tell us, what kind of enemies there are? What kind of AI is walking through these tunnels?
                Now we are testing two types of enemies. The first type is slow and blind.... The second is something like a mini boss who is chasing the player.

                Originally posted by Hackmet View Post
                And.. yeah.. maybe you should really change the story a bit, since the entire tunnel system seems to be manmade and it is a bit confusing if you tell that the player will be there as the first person ever^^
                I agree. History in the process of alteration =)


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                • #23


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                  • #24
                    Short teaser trailer



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                    • #25
                      Looks quite nice already
                      However, you could maybe add some more details, not only regarding more geometry but also with respect to a more interesting lighting setup?
                      And -> It is a bit weird that the animated texture from the flickering flourescent tube is not synchronized with the flickering light effect. Is it (with reasonable effort) possible to have both synchronized?

                      Keep on going!
                      Check out my GTA2 remake in UE4

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                      • #26
                        Originally posted by Hackmet View Post
                        Looks quite nice already
                        However, you could maybe add some more details, not only regarding more geometry but also with respect to a more interesting lighting setup?
                        And -> It is a bit weird that the animated texture from the flickering flourescent tube is not synchronized with the flickering light effect. Is it (with reasonable effort) possible to have both synchronized?

                        Keep on going!
                        Thanks for the help! Did not notice that the flicker effect works badly.
                        We will try to make the lighting better and synchronize the flicker effect.


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                        • #27
                          Two new screenshots. Work in progress!

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                          • #28
                            Crawl, zombie, crawl...



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                            • #29
                              Work in progress!

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                              • #30
                                I like the Half Life 2 inspired atmosphere, but I agree that many of particularly the larger texture spaces (like some roofs and walls) could need to be broken up with decals or more varied textures, so they don't look so repetetive or bland. For being abandoned the environments look a little clean too, so surely they could need more rubble, decals and supporting clutter. I'm sure more can be added to the atmosphere with postprocessing, lighting tweaks, more particle systems (like fog/mist) etc. I'd also advice to vary the room sizes, from the video it seems most are kind of medium sized...this game could set the stage for many claustrophobic narrow spaces I suppose, and tense narrow areas contrasts great with the occasional big and open room.

                                What are your other game-inspirations for this game? I don't know how relevant it might be, but there's many subways and tunnels in Fallout 3 (postapocalyptic rpg from 2008).

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