Recent community posts
You only need emails in the Submission form that you filled to participate the Jam.
Look at our game, no emails there:
Open your game's page:
There will be the button (Edit this submission):
There will be a field for them:
We are looking for the best email address in which to contact you. This does not need to be your Epic Games account email. (This information will be kept private.)
Make sure your emails there.
New version available here:
Grappling hook can be used on ground to help you gain speed.
You can toggle Grappling hook mode and Dive mode when in the air (you may gain speed by switching between them).
Slide can help you to get under some obstacles, but it also helps to unstuck.
Scan often and look around. If you miss a package it will be harder to find one again.
Intro can be skipped by pressing Space.
Respawn (Z) can be used not only for respawning when you stuck, but also for fast travel.
I like the look if it. Even tho assets were from MP. As for wish list, I recommend you to make a proper house interior, like put some windows, pillars (on the walls). I think the mentioned asset packs have all those. Make or find a UI toon fonts.
One player creates the server, everyone else should join. You only can see servers in your region (steam API limitation). Generally when you see a server you should just click it an wait for 2-5 seconds to join.
You may search for players on UnrealSlackers discord.
"Content that was created before the jam" includes the one that was not made by you. Means music and Images.
Yet, I have to say it's not a bad game for a first try. Not exactly fit theme of the jam, but quite satisfying to play.
Also a warning for some players, this game has flashing images (it's not a strobe, just random popup that covers whole screen).
1) Please disable all unnecessary plugins. Like VR ones.
2) Text boxes clipping the text, or it being overlapped by character sprites.
3) When taking damage in air you getting pushed back for too much (sometimes 2 screens).
As an improvement I'd suggest you to make "smart" camera, that will shift in the direction of movement slightly. So player could see a little bit more screen in the front of the character.
Good luck with the development!
I really Liked the game.
Yeah, art was a little weak (not bad tho, I like minimalistic design, Antichamber is my #1 puzzle FPS), and I really wished to have Crouch and Jump (just to feel like generic FPS). But the idea is great.
I think no one yet used Raytracing for the gameplay itself (at least I'm not aware of any games that did).
The world is procedural as well, it is HISM, which are working
really fast in UE4. It was animated in blueprints, and then in C++, but
due to high amount of nodes it still was slow. It was possible to move
animation code to the Vertex shaders but we already have huge load on
GPU by the Raymarching cycles.
This game uses dynamic resolution to maintain the framerate, but it's not supported by HTC Vive, so use the resolution scaling in SteamVR if this game goes slow on high count of the bubbles.
Later I'll probably make a more optimized version, if I could to bypass the UE4 "bug" I could not bypass at the time.
You could hit me on twitter: https://twitter.com/mc_lo
Or Discord: https://discord.gg/unreal-slackers S-ed#7290