Ah nice, I've not heard anyone speak about CrazyBump in a while, glad to hear it's still going. :) Outstanding audio and visual design!
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Wow, thank you for such a kind and honest write-up. I'm really glad you got that feeling of uncertainty and imminent danger that I was aiming for.
I appreciate you taking the time to try on a few different machines as it's not something I have access to test on. My thoughts are the same as yours that it is most likely to do with the d3D API versions. I used a few new features of UE4 including Virtual Texturing, which is not supported on certain cards. To fix it I would have to replace every single texture in the game, which unfortunately I'm not willing to do. I fall more into the art side rather than programmer so the crash log probably wouldn't make much sense to me. I have a GTX 1080 so I thought the 10-series would be fine. I plan to release a colour version at some point as many have missed that from the prototype so I may replace the textures then and perhaps there will be less issues.
I know exactly what you mean with the music. I had much grander plans for interactive/adaptive music but so many of the music features in Unreal are still very experimental and new to me ( the next version seems to be much more stable). I think I know what is causing the cut-off music bug too and can probably fix that when I have some free time. It's too many slop SFX playing and they are taking over the music slot, I just need to split them on different sound classes.
Thanks again for taking the time to play and for your insightful thoughts
Thanks! It's basically just updating the position and rotation each tick with some extra roll thrown in to make it a bit more dynamic. The barrel rolls are just a timeline played forward or reverse depending on which way you roll.
Thanks for the detailed report. I think it might be due to UE4 compression on the pak file. I'm going to upload a new build today that should hopefully fix it. I'll make a dev log update when it's up.
Your machine shouldn't have any problems with it and it's strange that you can get that far without any other issues. I would recommend you make sure your drivers are up to date (if they are not already) and install the UE4 prerequisites. You can find them in Cardiac\Engine\Extras\Redist\en-us\UE4PrereqSetup_x64.exe. I used a newly added feature for UE4 called virtual texturing that may be causing issues for some people or may not be entirely stable yet. Unfortunately to remove it I would have to remake every texture in the game and the performance would likely take a heavy hit so it's not something I plan to do at the moment.
Sorry to hear that and thanks very much for posting the error message. It's the end of the game anyway, it just loops back to the start. I've no idea what is causing it but this definitely helps me start to work it out.
Hi, thanks very much for your kind words and the offer, but I prefer to work alone to maintain creative control and work at my own pace. I wish you luck with your own endeavours too though.
Thank you. That's an excellent idea and a great list you have put together there!
I second Anatomy by Kitty Horrorshow. If anyone hasn't tried it yet then definitely give it a go - it's a masterclass in tension and has some incredible sound design and lo-fi aesthetic. There's definitely a few on there that I haven't played yet so I'll give them a go, thanks!
One of the original concepts was to have parts falling off like an inversion of Katamari and Frankenstein creature, so you're not far off.
The fleshy level part was sculpted in Oculus medium but you could do it in Blender too. Took a lot of work deleting all the outside faces tho. To make it quiver - I used a couple of blended panning noise textures hooked up to the displacement channel.
I might release some breakdowns and project files sometime after if people are interested.
Oh don't worry, there was no offence taken and I do really appreciate the honest criticsm and comments. It is extremely helpful for me that Youtubers like yourself take the time to play and record, voice your opinions and spot bugs as I don't have play testers to pick up on the things I don't. I completely agree about the clunkiness of the controls and it is something I hope to improve for the final version. Thanks again.
Thank you for taking the time to video and comment. You are unlikely to find explicit jumpscares in any of my work as I think they are typically the antithesis of the type of horror that I am interested in.
It's not a bug as this prototype intentionally repeats itself. So don't worry, you didn't miss anything. :)
I can understand that many will not feel any direct horror from this experience (and likely not from the final version either). Another factor may be that I have placed a large emphasis on the audio design in this project and talking aloud to yourself is a naturally soothing action (like Ripley at the end of Alien singing "Lucky Star") so it might not be as well suited for video commentary as more visceral jumpscare experiences. However I thank you for your honesty as I do prefer criticism and open discussion over direct praise.
Thank you for your kind words, I'm really pleased you enjoyed it so much even in the state it's in! I also don't need a lot of direction or objectives to enjoy a game. Hope you'll like the final release too
Thanks very much for the informed feedback, I really appreciate it. I couldn't agree more about the dark shadows and it's something I'm already working on without killing the contrast of the scenes.
Haha, glad to hear you were disgusted by this in the best way. As to your question about pre-made assets - everything was made by me from scratch. I enjoy the making more than the destination.
That is a good idea and shouldn't be too hard to implement. I wanted the camera to feel uncomfortably close but it would definitely help to give the choice for a bit of extra room. Thanks for the suggestion.
Haha, thanks very much trying and recording this prototype. I could tell you had the same kind of giddy fun with this as I did when I first got it working! I appreciate that you took the time to admire the textures and sound design too as those are the aspects I enjoy working on the most.
That's an interesting guess but I'm not a medical student. We do have a medical museum in town though that I visit fairly regularly for sketching and inspiration, this project was started after one of those trips. Thanks for trying out the prototype.