Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

CRT-X (Hotline Miami inspired VR game)

A topic by Bino created May 15, 2020 Views: 4,486 Replies: 41
Viewing posts 1 to 20 of 22Next pageLast page
(2 edits)

Working on a VR  game inspired by Hotline Miami. My last topic was archived due to lack of posting... I can take a hint :)

Nothing particularly special today. Have the start of a kick mechanic. I'll be using this for opening doors and taking out the Subjects.

https://i.imgur.com/dNQ0RiI.mp4


(1 edit)

Spent some time optimizing the content. It's very easy for things to get out of hand in UE4. Cleaned up my Blueprints to not reference any other blueprints, utilized Async loading and pooled projectiles and emitters.

Next round of work will be for AI and get the gore to be a little more like Brutal Doom.

(+1)

Working on Goldeneye64 animation.

I've essentially redone the first pass of the AI in C++ using this - http://dennaton.blogspot.com/2012/11...-miami-ai.html - as my AI design document.

The core AI API is very good. It takes bit of experimentation to get the hang of it but it's very solid. I wasn't sure if I could use UAITasks to break up the various states in C++... I used Actions Extension from https://www.unrealengine.com/marketp...ions-extension and I highly recommend it.

I do have a new found respect for the Behavior Tree solution in UE4 but I don't see myself using it again. I'm able to iterate much quicker with a straight C++ implementation.

Time to get a game play loop to build upon.

Example of a patrol AI investigating a sound source and then going back to its initial task. (hiding behind a wall as the AI is set to shoot on sight). Very impressed how little code you need to accomplish this. Seriously, the AI API is very good and naturally steers you towards an efficient event driven design.

Can't get melee to feel at home in VR. It's too janky for my liking. I need to move on so the player just gets a stabby stabby knife and the AI can be axe murderers

(+1)

Embrace the jank! :D

LOL :D Is there such a thing as too much jank?

(+1)

Took a break from AI coding. Converted some computer terminal models for the game.

(+1)

This game looks dope, can't wait!

(+1)

Thanks! Comments like these keep me going 馃憤

(+1)

Been pretty quiet lately. Been working on the AI the framework and a new AI type - TechCultist. Next round of work will be tweaking some mechanics. After that... time to start the main gameplay loop...


(+1)

I  love his little ps1 hands!

(+1)

It's the killer feature of the game :D

(+1)

haha, it's a great model, and nice shot gun

(+1)

Thanks :) The character model is from a low poly modeler known as Rungy. I had to modify it to add the TV screen and PS1 hands (they rock, more games should use this style).  The gun is from Dekogon but with the textures stripped down. All the textures I'll rework later. I really need to work on gameplay. Oh and the face for this guy - https://scrimshawcarver.bandcamp.com/ - who is providing the music.

(1 edit) (+1)

I had been wondering who's face that was, I assumed it was stock footage. by the way I hope you can finish the game! maybe by then I'll actually have a VR headset :)

(1 edit) (+1)

The other face is mine. I came up with the idea after a few drinks on Christmas while playing with this https://store.steampowered.com/app/697860/Cathodemer/


Thank you! I hope I finish it too. After the VR version is done I might bring it over to PC as there are a bunch of ideas I can't do in VR.

Unrelated to this game I see you have some games up on itch. I've been thinking of spending a few hours a week to play random games to find interesting mechanics and post about it.  I'll play yours first :) Keep creating.

(+1)

thank you:) most of my games are kind of trash but their are a few good ones, I hope

(+1)

On that note, trash or not you actually finished something. That's the hard part. 馃憤

(+1)

thank you :)

(2 edits) (+1)

Not much of an update. Wrote up a list of outstanding bugs to get through before putting out a demo test level.

I've been camping lately so not much progress has been done. Back to it.

<unable to post the photo of the list>

(3 edits) (+1)

Been working on the gameplay loop around bullet time.

I've wanted some sort of bullet time since the beginning to give the 
player a fighting chance. I've been experimenting with a bunch of them.
For example just slowing down the bullets for a brief period of time and then
accelerating back to normal speed. In practice all these experiments have fallen flat.
Really flat.

I think I'm over thinking it... I'm just going to go all Max Payne with a global bullet time
coupled with a meter and go from there. That always feels awesome in VR. 
 
 I'll worrying about nerfing it later. Having a fun feel good experience is more important.

failed experiment


(2 edits)

With the recent announcement that the Rift lineup will be discontinued I thought long and hard about moving this project to PC. I'm not really in the mood for paying 1k for the Index and I don't have Quest Developer status. A few people reached out to me to at least apply. So that's what I've done.

This project is now a leaf in the wind. It either blows over to the Quest or PC.

I really enjoy developing on the VR platform and would return to it in the future.

(+1)

Although I didn't make it as an Oculus Quest game I was encouraged to join Oculus Start. Decided to go with it 
as the developer program looks very good. First cut is still going to be a VR game :)


Working on bullet time. I don't want any flat 2d UI elements. Thinking of attaching an arcade button on the hand for bullet time activation. Maybe even as a general remote? Still not sure of the hand model but I need to move on, so black glove it is.

(1 edit) (+1)

Still working on this! I upgraded to the latest version of UE4 and it broke a bunch of stuff... busy trudging through that mess now...

I was implementing game mechanics and it just wasn't clicking. I decided to post on /r/HotlineMiami for some input. Clearly needed to go back to basics. Working through the list I got.

https://www.reddit.com/r/HotlineMiami/comments/k0ly8b/designing_hotline_miami_fo...

Happy new year!

I didn't quite get as far as I wanted to in 2020. Goes without saying it was a pretty rough year.

Excited to open the door to the new year.

(2 edits)

The feedback from /r/HotlineMiami asked for a Jacket like character that's basically an average Joe. I feel I've leaned way too heavily on the source material to the point it's creatively bankrupt. Any ideas to spice up the concept?

(+1)

The last character was a bit too much like Jacket. This one isn't rough enough. Getting there.

(2 edits) (+1)

Execution animation test.

how tf did u make that

(2 edits)

Hey Slither! I used paired animations from https://www.unrealengine.com/marketplace/en-US/product/full-mount-attacks

When I play the execution animation for the player - I move the camera outside of the first person view and then teleport the AI character to the exact position and rotation needed. At this moment I can play the equivalent paired animation for the AI character. Sounds and effects are added directly on the animation timeline.

Still got a few issues to sort out like doing it too close to a wall. The collision capsule isn't great when the character is laying down like this so there's wall clipping.


(+1)

Another player character test. I prefer the hoodie design.

Maybe a business suit could look cool?

(1 edit) (+1)

hmm yes suits are a good idea... added to the list! :)

Viewing posts 1 to 20 of 22Next pageLast page