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MamoruSan

19
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A member registered Oct 24, 2023 · View creator page →

Creator of

Recent community posts

Carnage 2 — Working on the FPS Arms

A little behind-the-scenes progress on Carnage 2.

I’m currently preparing the player’s first-person arms in Blender and building a custom FPS rig for them.

The goal is to use this rig for the game’s weapon animations — sword attacks, revolver shooting and reloading, grenade throws and more.

Once the rig is ready, I’ll start working on the first animations and testing the Blender → UE5.

Still early, but another important piece of the combat system is taking shape!

#indiedev #gamedev #UE5 #Blender #FPS #Carnage2

Carnage 2 has reached its first development milestone — version 0.1.0!

The basic player prototype is now complete: movement, jumping, stamina, fall damage, directional dodging and the first HUD are all working.


The next step is the combat system.

I wrote a short devlog with the full progress here: https://mamoru-san.itch.io/carnage2/devlog/1614423/carnage-2-010-player-prototyp...

#indiedev #gamedev #UE5 #Carnage2

Thanks! 

Blood Tempo is meant to reward active and varied combat, not just fast kills.

The first version will be compact, but already packed with mechanics. Later I’d like to add more maps, modes, enemies and weapons. I hope it grows into a fun action game that players really enjoy.

Thanks! The sky itself is actually pretty simple — I’m using the standard UE5 Sky Atmosphere setup and the default sky components.  

Most of the stylized look comes from a custom post-process material I made. It handles the main shader/posterization effect.  

I can share a screenshot of the material graph too if you're interested — I don’t mind showing how it works!


It’s a Post Process Material. It takes the final image, breaks the brightness down into about 5–6 fixed levels, and then brings the original colors back in. That makes the lighting and shadows look flatter and more poster-like.  

I can also tweak the number of levels and the strength of the effect with parameters.

Carnage 2 — Movement Progress

Another small step forward for Carnage 2.

Jumping and the first version of the dodge are now implemented. The player can already move around the test arena much more freely, and the basic movement system is starting to take shape.

These mechanics will later become an important part of combat — moving between enemies, avoiding attacks and keeping the rhythm of the fight.


Still early development, but the foundation is getting stronger!

#indiedev #gamedev #indiegame #UE5 #UnrealEngine #FPS #devlog #Carnage2

Carnage 2 — First Development Results

Development of Carnage 2 is now properly underway.

The first foundations are already in place: basic player movement, camera controls and the first version of the game's visual style. I'm currently working on jumping and fall damage before moving further into the player mechanics.


There is still a long way to go, but the project is finally starting to look and feel like an actual game.

More progress soon.

#indiedev #gamedev #indiegame #UE5 #UnrealEngine #FPS #devlog #Carnage2

Work on GET OUT Demo 0.1.4 has started.

This update will focus on small UI, AI and optimization improvements.

I am adding sound effects to the confirmation dialog, optimizing more environmental props and cleaning up some Blueprint logic.

I am also fixing the monster’s noise detection, including sounds from footsteps, doors and other actions.

More details will be shared as development continues.

(2 edits)

Hello! I have officially started development of Carnage 2, a sequel and reboot of one of my older projects.


Carnage 2 is planned as a fast first-person arena shooter with roguelike elements. The main goal is to create combat based on movement, timing and combinations rather than simple weapon switching or button spam.

The player will use several tools at the same time:

  • a sword for light and charged attacks;
  • a revolver with limited ammunition;
  • a rechargeable grenade;
  • dodges and unlockable combat skills.

The main mechanic is called Blood Tempo. It rewards the player for killing enemies in different ways, changing targets and staying active. The meter slowly decreases during inactivity, but at 50%, 75% and 100% it can be spent on special combat abilities.

The first public version is planned as 0.5.0. The current scope includes:

  • one summer farm arena;
  • four enemy waves;
  • a boss fight in the fifth round;
  • six enemy types, including the Forest Demon boss;
  • skills and upgrades between rounds;
  • adaptive resource drops;
  • the Blood Tempo system.

The game is being developed in Unreal Engine 5.4.4. The target platform is Windows, with releases planned for itch.io and Game Jolt.

Development is still at the very beginning. Actual version - 0.1.0

I will continue updating this thread as development progresses. Feedback and questions are welcome.

GET OUT Demo 0.1.3 has been released.


This small update adds a new startup logo, improves the optimization of environmental objects and includes several audio changes.

The ending music has been updated, and the chase music should no longer continue playing after the player’s death.

You can find the full changelog and download the updated build here:

https://mamoru-san.itch.io/get-out/devlog/1600504/get-out-demo-013-logo-audio-fi...

Feedback about performance, sound or technical issues is welcome.

Work on Update 0.1.3 Has Started

I have started working on version 0.1.3 of GetOut.Demo.

This update will focus mainly on optimization, presentation, and a few audio fixes.

Planned changes:

  • Add startup logos for MamoruSan and Unreal Engine 4
  • Optimize small objects using LODs and Cull Distance
  • Replace the current victory theme
  • Fix an issue where the chase music continues playing after the player dies

The update is currently in development. More details will be shared when version 0.1.3 is ready.

GET OUT Demo 0.1.2 has been released.

This small update adds a new confirmation window for important actions and includes several optimization changes.

Lighting and texture memory usage have been improved, and the packaged game size has been reduced.

You can find the full changelog and download the updated build here:

https://mamoru-san.itch.io/get-out/devlog/1593282/get-out-demo-012-interface-opt...

Feedback about performance or interface issues is welcome.

Work on GET OUT Demo 0.1.2 has started.

This update will focus on small interface improvements, including a new Yes/No confirmation window for important actions.

I am also working on general optimization to make the game run more smoothly and reduce unnecessary load.

GET OUT Demo 0.1.1 is now available

GET OUT Demo 0.1.1 has been released.

This update fixes several issues found after the first public build, including the previously mentioned inventory error.

Hints and objectives now work correctly, stamina behaviour has been adjusted, and the camera issue during the monster’s execution animation has been fixed. The update also adds an optional 1 HP mode, where any successful monster attack is fatal.

The full changelog and updated build are available here:

https://mamoru-san.itch.io/get-out/devlog/1592231/get-out-demo-011-gameplay-fixe...

Feedback is still welcome, especially regarding objective clarity, stamina balance and the pursuer’s behaviour.

[advice to UE developers] - While testing GET OUT, I found an inventory error that was generating thousands of warnings.

The system was checking Inventory[0] every frame, even when the inventory array did not contain any elements. Because the call was connected to Tick, one small mistake quickly flooded the log.


I fixed it in two places. The inventory now creates its expected slots on BeginPlay, and the function that retrieves the active item checks the index with Is Valid Index before reading the array. If the index is invalid, it returns an empty item value instead.



The warnings are now gone, and the inventory can safely handle cases where no items are available.

The main lesson was simple: index 0 does not guarantee that the first element exists. An empty inventory slot and an empty array are two different states, so the safest place for the check is inside the shared function used to access inventory items.

This fix will be included in Demo 0.1.1.

Development Update — Preparing GET OUT Demo 0.1.1

After releasing the first demo, I found a few issues that needed attention.

Version 0.1.1 is mainly focused on polishing the existing build. Hints and objectives should now work correctly, the camera no longer behaves strangely during the monster’s execution animation, and stamina drain and recovery have been rebalanced.


I am also adding an optional 1 HP mode, where any hit from the monster is fatal.

There is still one inventory issue left to fix before the update is ready, so I am continuing to test the build.

Once everything is stable, I will publish the full changelog and release version 0.1.1.

(2 edits)

GET OUT is a short first-person stealth horror game set inside an isolated building.

The player must explore the location, find the tools needed to restore the power and escape while avoiding a humanoid creature hunting through the building.


The pursuer patrols rooms, investigates noises, remembers the player’s last known position and continues searching after losing sight of them. During a chase, it can interact with doors and break through obstacles.


The current demo already includes the main escape objective, exploration, interactive items, noise distractions and the core pursuer AI.

I am currently improving the creature’s behaviour, hiding mechanics, level pacing and objective clarity.

The project is being developed by a solo developer using Unreal Engine and Blueprints.


Demo:

https://mamoru-san.itch.io/get-out

I am especially interested in feedback about the pursuer AI, the clarity of the objective and the pacing of the opening section.

I will use this thread to share major development updates and future demo versions.

Thank you for playing!

You’re right, the twist is probably too easy to predict right now. I’m planning a post-jam update, and I’ll try to make the buildup and reveal work better.

I’m glad you enjoyed the atmosphere!

Thank you for playing!

Yes, VESSEL is intentionally very dark, so dimming the lights is probably the best way to play it. I’m glad you enjoyed that atmosphere!

Thank you for the feedback!

You are right about both points. The player speed and the second location are things I want to improve after the jam. I’m planning a post-jam update to polish these aspects.

Glad you enjoyed the game!😊😊😊