The Siege and The Sandfox - A Stealthvania set in an ancient desert kingdom

Is that occluder done via LineTraces and creating a static mesh plane to put a translucent black material? i ask because we had to do kinda the contrary to fake a 2d light shaft and that was the solution we came across…

Great work man!

I was curious about this myself, so I asked our coder, Ben how it worked:

Hopefully that helps! Let me know if you need more information. I’m hoping to cover this in more detail in an upcoming stream / youtube video as there’s been a fair amount of interest :slight_smile:

Speaking of livestreams, here’s the final video in our ‘Playtest Build’ series:

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Let us know what you think :slight_smile:

Hey thanks! that helps a lot… just a follow up question for your developer… is this all done via material? or is it done on normal blueprint/c++?
I’m fairly interested because we had to make a “dynamic light” using runtime meshes… but we’re thinking there must be a better way to achieve this.
The major problem we had is getting the edges of the obstacles without having to do “n” line traces which are very slow to mantain…

For an idea of our “simple” solution:
http://www.criticalfailure-studio.co…hts-on-unreal/

But i’m really looking for a better solution than that…
Our biggest problem is precisely “locating” the edges of the geometry without having to linetrace everything… how do you acomplish that?

A devblog entry of that solution would be awesome (only if you plan on sharing it obviously) because i think it’s a really neat way of solving that problem

Great work btw… hope the plugin is working for you too

‘Never say final’ as the famous saying goes…

Here’s week 6:

https://www.youtube./watch?v=MsubPn-Sce0

Also, don’t forget that tomorrow we will have our Community Led Unreal Training Session, teaching ‘Getting Started with Paper2D’. You can get links and more info here](https://forums.unrealengine./unreal-engine/events/1382018-community-led-training-getting-started-with-paper-2d-nov-14-chris-wilson-cardboard-sword).

I’m really liking this pixel art style, especially that UE4 logo in the video. Very good job!

You can watch the catch-up video of our stream ‘Getting Started with Paper2D’ right here:

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This looks amazing guys!

Week 7 of our streams is now available:

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Really enjoying the visuals. Stealth mechanics in a 2D environment sounds compelling as well.

You can now watch week 8 of our streams, right here](https://www.youtube./watch?v=qQITQUQAb1s)!

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This game looks beautiful :smiley:

We did an interview with Gamasutra about our hand-painted normal maps. You can read it here.

We did a more general interview with Unwinnable, which you can read here for free.

It covers information about our inspirations, visuals, stealth systems and more, as well as talking about winning the Unreal Dev Grant.

If you like the article, please consider subscribing to their journal.

We’re going to be at EGX Rezzed 2018](https://www.egx.net/rezzed) (London, UK) from April 13-15th, alongside our publishing partners, Chucklefish. Come and play the latest demo of our Stealthvania, while checking out Chucklefish’s latest projects, including Wargroove.

Week 9 of our live streams is now also available on our YouTube channel, and embedded here for your convenience:

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Congrats guys!

Really do love your streams. Over here on my team, we’ve really enjoyed the art direction and the utilization of UEs dynamic lighting.

You guys are really putting the hammer to the floor with this!

Thanks very much! Is Never Go Home built in Unreal too?

Also week 10 is available here:

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It is actually. We’re using a mix of sprites and 3d objects for out style and to create our environments. So on one hand, watching your dev streams and the explanations on how you’ve achieved certain things, was something we couldn’t ignore.

In short, its always fun to see how devs solve similar problems differently!

Fantastic. It’s really cool to know our streams are being watched, appreciated, and hopefully used in some way to help others with their projects.

On a separate note, we have a bunch of new screenshots coming soon, and a new trailer is in the works - showing off the game like never before. I’ll be sure to share them here once released.

For now, here’s week 11 of our streams. Let us know if you have any questions, or if there is anything you would like us to raise or show on our streams.

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We now have a Discord server, if people want to ask us questions, or follow the game there. Join here.

Late to share, but week 12 of our dev blogs is also up on YouTube:

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