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Thread: Lunacy: Saint Rhodes

  1. #1
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    Lunacy: Saint Rhodes

    -New Gameplay Teaser Video-


    LunaSouls

    We are a team of two called LunaSouls. We started developing the game about 7 months ago. For more information, contact us at: lunacythegame@gmail.com

    Craedon - Developer
    Nella - Writer/Asssitant


    Environment

    Lunacy takes place in an old house in the forest area near the town of Angel Falls, in the 1970s.


    Storyline

    Eleven year old Elijah Grey and his mother Katarina recently bought a 90 year old house. The first time he was left alone in the big house, he started feeling someone else's presence. The more he explored, the more he found out about the sinister past of this frightening house and attracted someone's attention.


    Gameplay

    Psychological horror game that gives the players the opportunity to choose their own path.
    The players can explore the house and discover its terryifing secrets and dreadful past.


    Last edited by Abb4don; 01-05-2017 at 12:09 AM.

  2. #2
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    Looking good!

  3. #3
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    Thanks man!

    Here are some more screens from the game, i'm progressing slowly, so any recommendations are appreciated (what to add/remove)
    Thanks!

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  4. #4
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    Did you use any market place assets or is this content all original?

  5. #5
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    really awesome ,can't wait to see it

  6. #6
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    Looks great! Reminds me a lot of P.T. and Allison Road.
    When can we get a demo to try out?

    Also been working on a horror game myself, but different setting. I put together an alpha demo. There's still a lot to be done in gameplay, but it's playable.
    Here's a link if you wanna check it out:
    https://forums.unrealengine.com/showthread.php?109316-Addiction-Survival-Horror-FPS

  7. #7
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    Quote Originally Posted by Bad_Request View Post
    Looks great! Reminds me a lot of P.T. and Allison Road.
    When can we get a demo to try out?

    Also been working on a horror game myself, but different setting. I put together an alpha demo. There's still a lot to be done in gameplay, but it's playable.
    Here's a link if you wanna check it out:
    https://forums.unrealengine.com/showthread.php?109316-Addiction-Survival-Horror-FPS
    Thanks man, i dont know about the demo tho, i hope in a month.
    I like your game, something like alien environment? Nice atmosphere!

  8. #8
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    Quote Originally Posted by Abb4don View Post
    Thanks man, i dont know about the demo tho, i hope in a month.
    I like your game, something like alien environment? Nice atmosphere!
    Thanks Yeah i was very inspired by alien isolation and SOMA actually. Just doing some tiny updates. A friend reminded me that i had no objective updates and got confusing cause he didn't know what to do. Just added that and i'm re-uploading now.

    I'm looking forward to seeing a demo of this. Will keep an eye on it

  9. #9
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    Visionary
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    The environment is looking good. Great job on the lighting, definitely gives off a horror vibe. Keep it up! =)

  10. #10
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    Quote Originally Posted by SE_JonF View Post
    The environment is looking good. Great job on the lighting, definitely gives off a horror vibe. Keep it up! =)
    Thanks man, i appreciate it.

    Some more screenshots

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  11. #11
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    Very nice feel to it, reminds me quite a bit of Layers of Fear at the moment (a good thing!). Depending on the brand of horror that you are going for it might be prudent to start experimenting with more "graphic" lighting, like lights outside the window casting long shadows of the trees, etc. Great first pass though!

  12. #12
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    Quote Originally Posted by JoscelinFrost View Post
    Very nice feel to it, reminds me quite a bit of Layers of Fear at the moment (a good thing!). Depending on the brand of horror that you are going for it might be prudent to start experimenting with more "graphic" lighting, like lights outside the window casting long shadows of the trees, etc. Great first pass though!
    Thanks man,
    I actually started with that and hopefully will be done in a few days if everything goes well.

  13. #13
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    I updated the house a little, trying to make it a little more realistic, hope i am going the right way...
    Current paintings are just there so it is not empty, will be replaced soon to fit the house.

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  14. #14
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    What platform are you planning on releasing this on? Is it gonna be on Steam?

  15. #15
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    I agree! The atmosphere is already drawing me in, and is vary appealing.

  16. #16
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    Currently Windows, i dont know anything about steam yet

  17. #17
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    Supporter
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    This has a Resident Evil 1 vibe all over it, love it. So whats the gameplay going to be?

  18. #18
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    Quote Originally Posted by StylezNMA View Post
    This has a Resident Evil 1 vibe all over it, love it. So whats the gameplay going to be?
    Thanks dude, I appreciate it.
    I started with gameplay, and it's going "well", but I'm trying to come up with some great story and things, I don't know when but as soon as it's ready to go public, I'll upload a video of it.

  19. #19
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    Hello again,

    These two days i've been working on lighting and walls so here are some screenshots on how it looks now..
    After i finish rearranging places of the paintings and add some minor things, i'm probably going to finish the rooms and get back to gameplay.
    And again any recommendations are welcome!
    Thanks!

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  20. #20
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    Excellent work. A simple suggestion nonetheless. I personally feel that the scale on the parquet flooring texture might be a little off. The squares and slats that make them up seem a little large to me, especially having had parquet flooring at my place in the past.
    I would make the squares half to a third of the current size. Not right or wrong, only something that looked a little off to me.
    Perhaps also making the same material somewhat less reflective/glossy. In certain parts of the house, it appears that the floor was waxed the day before. I also concede that this could be a stylistic choice.

    Very Resident Evil 1 atmosphere indeed! Except 20 times more appealing as it is powered by the Unreal Engine!

  21. #21
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    Quote Originally Posted by NickCrane View Post
    Excellent work. A simple suggestion nonetheless. I personally feel that the scale on the parquet flooring texture might be a little off. The squares and slats that make them up seem a little large to me, especially having had parquet flooring at my place in the past.
    I would make the squares half to a third of the current size. Not right or wrong, only something that looked a little off to me.
    Perhaps also making the same material somewhat less reflective/glossy. In certain parts of the house, it appears that the floor was waxed the day before. I also concede that this could be a stylistic choice.

    Very Resident Evil 1 atmosphere indeed! Except 20 times more appealing as it is powered by the Unreal Engine!
    Many thanks.
    You were right, floor was a little too much reflective in some parts, and yeah it looks a little better with smaller parquet.

    Game is going to be First Person Horror, so now i'm probably going to put a house on a hold a little cause im idealess and will continue with the gameplay, i hope you guys like it when video comes!
    Cheers!

  22. #22
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    Hello again,
    I made a simple environment video to show you how it currently looks, there is still a lot to be done and every opinion is appreciated.
    Thanks!

    P.S. Audio is in a mess, some error while recording, will be better next time!

    Real gameplay soon!


  23. #23
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    I think you might be over doing the portraiture just a bit....

    Also the modern furniture and flat screen tv mixed in with the vintage portraiture and old Victorian interior decor really doesn't mesh well..

    Curious as to what the story is...
    Last edited by RBrown; 06-01-2016 at 06:14 PM.
    Blog

    Portfolio

    https://www.pinterest.com/robertakbrown/

  24. #24
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    Quote Originally Posted by RBrown View Post
    I think you might be over doing the portraiture just a bit....

    Also the modern furniture and flat screen tv mixed in with the vintage portraiture and old Victorian interior decor really doesn't mesh well..

    Curious as to what the story is...
    Thanks for the comment.
    Im aware of those things and lots of things in the house are there to fill the space for the time being. I'm making a little pause too figure out how to make it more realistic and better, i will probaby change 80% of the house.
    More updates in the near future.

  25. #25
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    Hello again,
    I recently continued with the game, now with a little help with models.
    I will be updating it often since we are working almost every day on it.
    As always any suggestions are welcome.

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  26. #26
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    Are you developing it with a small team or alone? If you need help to develop it, I may apply for a position as blueprinter :P. Loved the atmosphere! see y
    Current Projects:


    • Email: tessaro.unrealdeveloper@hotmail.com
    [LFW][PAID] Blueprint specialist (Some C++ Exp.), send me a PM or email.
    WIP Portfolio: https://filipetessaro.wixsite.com/portfolio

  27. #27
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    Quote Originally Posted by FilipeTessaro View Post
    Are you developing it with a small team or alone? If you need help to develop it, I may apply for a position as blueprinter :P. Loved the atmosphere! see y
    It's a small team for now, thanks but we don't need help with blueprints right now.

  28. #28
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    Hey guys

    I've been working a lot on making the house looking better and more realistic in the past month, i changed many things and i hope it looks better than before.
    Would like to hear your opinion..









  29. #29
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    The only thing I can think of is the trim baseboard on the floor and ceiling looks like a pyramid - too busy, other then that, the images are amazing

  30. #30
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    Quote Originally Posted by IllpIll View Post
    The only thing I can think of is the trim baseboard on the floor and ceiling looks like a pyramid - too busy, other then that, the images are amazing
    Thanks man,
    about the baseboard, i haven't paid much attention to it for now, it is just a temporary model, there is some more stuff to do in the house with lightning and then i'm finishing the details like that one.
    Soon i'll reveal the story..

  31. #31
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    That "fog" or "smoke" effect inside a house like that do not feel right, but the overall is awesome!
    Current Projects:


    • Email: tessaro.unrealdeveloper@hotmail.com
    [LFW][PAID] Blueprint specialist (Some C++ Exp.), send me a PM or email.
    WIP Portfolio: https://filipetessaro.wixsite.com/portfolio

  32. #32
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    Wow, very impressive work for one person! I also recently started a game by myself, so stuff like this is inspiring. I have a question, though, one which I've been stuck on for a while regarding lights: what's your approach for the lights you're using? Basically, I've been debating on using 3d props with point lights/spot lights under or near. I've also tried making the "surface" of the light props themselves emissive, and have also tried inserting static or point lights inside the light objects themselves and making the light prop a subsurface, which left terrible lighting results. Any input on that?

    Nonetheless, I'm very intrigued by your work and will be following your journey. Great detail!

  33. #33
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    Quote Originally Posted by mws87 View Post
    Wow, very impressive work for one person! I also recently started a game by myself, so stuff like this is inspiring. I have a question, though, one which I've been stuck on for a while regarding lights: what's your approach for the lights you're using? Basically, I've been debating on using 3d props with point lights/spot lights under or near. I've also tried making the "surface" of the light props themselves emissive, and have also tried inserting static or point lights inside the light objects themselves and making the light prop a subsurface, which left terrible lighting results. Any input on that?

    Nonetheless, I'm very intrigued by your work and will be following your journey. Great detail!
    Thanks you very much for the support

    If i got your question about the lights right - First i used point lights attached to static mesh(first pictures in this topic), but for some reason i was losing so much fps when i enabled the shadows and it didn't look very good, in the past few days i started using Spot lights (Recent pictures), one light above with shadows enabled and one under it (for the ceiling) with shadows disabled and then i put static mesh with emissive material, i don't know if that's the right way to do it but it works for me now..
    If this wasn't the answer you were looking for or you need something more, feel free to ask!!
    Cheers!!

  34. #34
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    Quote Originally Posted by Abb4don View Post
    Thanks you very much for the support

    If i got your question about the lights right - First i used point lights attached to static mesh(first pictures in this topic), but for some reason i was losing so much fps when i enabled the shadows and it didn't look very good, in the past few days i started using Spot lights (Recent pictures), one light above with shadows enabled and one under it (for the ceiling) with shadows disabled and then i put static mesh with emissive material, i don't know if that's the right way to do it but it works for me now..
    If this wasn't the answer you were looking for or you need something more, feel free to ask!!
    Cheers!!
    Yep! That was exactly what I was asking. Sorry, when I'm eager to ask a question it gets sort-of jumbled up, haha. Thanks for the explanation. I'll give it a shot (don't know why I didn't think about that sooner!)

    How long have you been in game development btw? If you don't mind my asking.

  35. #35
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    Quote Originally Posted by mws87 View Post
    Yep! That was exactly what I was asking. Sorry, when I'm eager to ask a question it gets sort-of jumbled up, haha. Thanks for the explanation. I'll give it a shot (don't know why I didn't think about that sooner!)

    How long have you been in game development btw? If you don't mind my asking.
    No problem, i'm glad to help when i can.

    I actually started not long ago, in january this year i think, first i started with some minor projects to learn UE and after that i started with "Lunacy"
    I'm not that experienced..

  36. #36
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    Hey looks good but your house looks too clean unless that is the look you are going for. But I'm gonna recommend this free dust asset that adds dust to your scene try it out to see if you like it. https://forums.unrealengine.com/showthread.php?77909-Is-your-scene-too-clean-Here-s-my-tesselated-quot-Dust-Layer-quot-material-function-for-you-all!&highlight=dust

    I
    [FREE] - 2D ROPE! Find out more here!

    Forgive my username... It's an old game name and wrote it down as a habit.

  37. #37
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    Quote Originally Posted by SkeetonYu View Post
    Hey looks good but your house looks too clean unless that is the look you are going for. But I'm gonna recommend this free dust asset that adds dust to your scene try it out to see if you like it. https://forums.unrealengine.com/showthread.php?77909-Is-your-scene-too-clean-Here-s-my-tesselated-quot-Dust-Layer-quot-material-function-for-you-all!&highlight=dust

    I
    Hey man, thanks
    I actually tried that about a month ago but somehow i didn't get it to look like something i wanted, so for now it's a little cleaner because of the story i have in mind.

  38. #38
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    Hello guys,

    I'm finally able to show you how my house level from Lunacy looks like with a little gameplay,
    hope you like it..

    Cheers!


  39. #39
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    Hi guys

    i would like to read your feedback on this and i hope you like it. It's still not much but i hope i'm going somewhere.

    Cheers!


  40. #40
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    Hey guys,
    I finally added inspect object
    Zoom only available while inspecting..




    Updated screenshot


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