Started a game project in Unreal 5. Game project “SuperCopDisco”. Currently building all the systems.
Some of the high level goals of the project are …
Get it to run on anything.
See if it can all be packaged down to under 1 gb.
Never use textures.
Games synopsis is about Super Cops in a future city. The Sheriff gives out orders to the Super Cops and they go wreck shop in the city and towns. The story episode is about a narcotic substance that is turning people into the walking dead and monsters. The Super Cops have to kill everyone off who is contaminated and bring the causers to Justice.
Chapter one: Human vs Ai
Custom game elearning for self-learning and rapid training. The example here is a preprod game for demonstration purpose only and it is not yet intended for use in a specific production.
Study & pocs: Sillicon valley level map
I’m part of a small team of Devs, called Troglobytes Games
working on RailGods of Hysterra, a solo/online co-op Lovecraftian base-building/survival game. You get to ride, upgrade, and control a living train all while discovering a new, wrecked world.
On a third person survival horror inspired by Lovecraft, Alone in the Dark and Resident Evil (interaction, crafting, shooting, etc). But still only a game from one developer, so only a few hours in early access, that I can debug bugs. Then I’ll add content, that should be faster (like modding) base on popularity. Target I have 200 pieces in the first days.
I can absolutely see the inspiration from those franchises within your screenshots and that is absolutely exciting. The last screenshot reminds me of the potential for another Resident Evil remake featuring the mansion from earlier games. Keep up the amazing work and don’t forget to take breaks and rest when you can!
Well, it’s not a remake, but just a slight inspiration from the first installment of Alone In The Dark, especially in terms of level design. But I created my own map in roughly the same size (I have Egypt instead of Pirate), although I cut a lot of things into Early Access. It was quite difficult to create a level flow, which key you use to open something with an item, on the second pass you have a crowbar or knife and can use it to open things and so on. And the puzzles were the hardest (e.g. seat the fuse and crowbar so that you can open the fusebox and turn on the electricity with a switch, so that the elevator in the kitchen will work for you to summon an item. I don’t have those interactive minigames).
It is worse to polish it all (so that the sounds, graphics and background have some standard set).
I would also like to load maximum to the engine to know what I can afford But in a smaller space. A smaller theater than a blockbuster.
As for the game, I have a lot of features (e.g. crafting, healing, consumables, recharchable flashlight, different types of ammunition, damage, interactions, etc.). But I try not to use them everywhere, so that the features, if they were somehow bugged, would not cause frustration and so on, and I could debug them. If I add content after early access, it shouldn’t be difficult.
on other hands, there are things I don’t have - cutscenes, talking or if you need that kind of interaction with an enemy where he holds you and you have to click to let him go. But I know how to do it in the future. But it takes time which i dont have now.
I apologize about the implications of a remake! I think your inspiration is really wonderful, just remarking on how your design makes the possibility of a remake from Capcom would be fun to see. I again sincerely apologize if I upset you with my earlier statement.
I think it’s a very good basis that you have and I love the amount of thought you’re putting into this. I personally would love to see how you make a recharging flashlight as well! Not enough games have done this and I know it can be a finnicky mechanic but it’s one of my favorites.
While you do not have as much time as you want for this project, please take your time when you’re able. With what you’re already showcasing I think you can go on to make something very memorable!
You definitely have nothing to apologize for because I’m explaining something and you didn’t write anything bad
I’ve actually been a gamedev for many years, so I’m used to really hard criticism from others. I really appreciate any comments, because I will at least think about it out loud. And you were definitely right. RE1 remake has its potential.
This is such a cute underwater scene! I love the realistic coloration for high-contrast colors underwater at certain levels. That mixed with the gentle wave dynamics on the plants and coral helps the scene feel more like a realistic video. Keep up the awesome work!
There you have it. But please don’t expect anything big AAA. I confess that now I’m have a fear than ever, totally withou money and barely able to sleep to see if I can please the players.
In fact, only two hours of gameplay or a bit much, the gameplay is supported (one of my priorities), the goal is to have the core debugged so that I can function as a modder and add levels, gameplay stuff or something that players want (I have blueprints with interaction ready linked to inventory, consumables affect weapons, player, stamina or energy, + the other tools that i can just place to level set settings and go (I just don’t want to jump into does not know water, Im anxious as hell )). But i dont have cutscenes (i have letters), interaction scenes between enemy and player, or big blowy scenes with lots of wow effects. I have to admit that I am totally exhausted, I don’t feel anything and I need to come together as soon as possible (so, iam relaxing last two days finally ) so that I can devote myself to the community. Plus, i need lot of fixing to do. And I have lots of task, per hour max (i can afford more) before release. So now my priority is to finish it, then get money for food and rent, so that I know how much I will be allocated for it and after that I can focus on people, But I confess that without the stress and fear I would not be able to release and move something like this and push my borders. Besides, as a tech art, I gain at least new experiences.
Btw: trailer doesn’t look anything special, but I only had a couple of hours to do it (in DaVinci) and my dog got sick in the half, so I closed it as quickly as possible. There is lots of bugs even i trailer. I will made a new one later.
On the other hand. Even when i was upset that Unreal is full of bugs and unfinished things, i have to admit that it is still one of the best technologies that a developer can get. And I worked with several in-house engines. But that’s the thing about Unreal. Developers are people like me. I don’t want to criticize them. They have families, deadlines and lot of stress and their own lives. Never been a fan of nothing, but Karris team and Nanite… Thats really groundbreaking (even if it doesn’t look like that at first look, you need to adapt and nobody wants use it immediately without lots of flexibility that not everybody have). Even its not a miracle, its still evolution. But great one! If he was a woman, I would definitely send him a flowers I’ve been working really hard to get people to buy skeletons in the closet, and thanks to Epic, I got this!