RETOOLED, solo dev, almost 4 years full-time, no previous industry experiance

Super happy to finally announced my game that I’ve been working on for the last 3 years full-time. :grimacing:

New Gameplay Trailer ← edit

Offical Reveal Trailer

Steam link ← edit demo available



There is no way I would have ever come this far without blueprint scripting. 10 years ago I failed and droped out university (game programming). Too obscure for me, couldn’t figure it out myself and didn’t find someone that could dumb it down enough for me. Visual scripting have been a godsend for me.

Thank you, Epic.

Any feedback is appreciated.

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Hi @Blackrock, the game looks really fun to play.
This rabbit image … i love it, if i should guess i would say it is for jumping.

But if this is not some sort of 0 cravity level i would maybe test to speed up the faling parts a little.
It looks smooth how it is, but i would just test also how it looks if with faster falling parts, i think could look even better and more natural then.
But maybe this is just about me, only want to give some feedback of what i think. :slight_smile:

Thanks!

The rabbit image indicates bunny hopping ability, kind of acts as a reminder to continuously jump to keep your speed up.

The falling speed is tricky to adjust, only way I know how is to increase gravity and doing so, you are right, It feels better. Atleast with indiviual jumps. When it’s contiuously there tends to be alot of camera shaking. The second problem I face adjust it is that there 100s of jumps in my race track like arenas that will be affected by changing the gravity + alot of jumppads.

This is one of those things where I should have showed it off ealier so it would be less of a headace to change it and get it perfect. I think you are the 3d one to suggest it over the course of 3 years or so :P.

Might be one of those corrections you will only see in sequel :frowning:

Out of my head i would say there is maybe an easy solution.
If i remember right, in the animation BP you should find something like bool → “inAir”.
So you should see if the char is in air or if it is on ground.
You could have a timeline at the start at the jump and adjust gravity this way over time.
After landing or “bInAir == false” simply reset the value to the standart.
Not sure if this is any help or you can use this but in theorie something like this should be easy to implement.

I think you are the 3d one to suggest it over the course of 3 years or so

Oh and i dont know what this means but i see your project today the first time, even if i am some sort of 3d guy :laughing:

Edit: Just put a fast solution toghter, guessing you use Blueprints. It is maybe easier to see there. It is from the standart FirstPerson char UE4. The base idea should work.

Ahh thank you, but with my multiplayer that solution wouldn’t work well in a network setting I think. Adjusting character movement like that on a tick will cause stutter. it will stack alot of changes within it that then needs to be replicated. I believe I would have to make changes within the character movement component.

Alot has happened since I wrote this post, I’ve released a new trailer and most recently released a new demo for the upcoming steam next fest.

Trailer: RETOOLED Official Game Trailer - YouTube

Check the demo out at: RETOOLED on Steam

Just released a massive update for RETOOLEDs demo on Steam.

"New enemy: Wasp tank

The most complex and advanced enemy I’ve designed so far. Beware of this mobile hover tank.

Updated the new player experience

  • The order and locations of the abilities you unlocked has changed, improving the progression.
  • Made several level design changes to Awakening and Parabellum to improve flow and add complexity to some arenas.
  • New and improved tutorials.

The HUD

has been cleaned up and changed to increase the readability.

Graphical Improvements

  • Every enemy has received texture reworks. Some even received new meshes and new animations.
  • Every weapon have received updated meshes and textures. The railgun got updated animations and changes to it’s SFX and VFXs.
  • Jumppads, lights and several other objects have received new meshes and textures.
  • New lightning pass on every level, improving readability and immersion.

The Great Rebalancing

With all of the enemies now complete for the release I decided to do a complete rebalance of the combat values. Nothing has been left untouched. To summarize everyone is now more deadly, including you :)."




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A lot has happened sense the last update, new trailer and a set release date of 25th of september 2023!

I have also starting to post deep dives on RETOOLED which might be of interest to you all fellow developers, check them out over on RETOOLEDs steam HUD: Link here

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