Hey, just shooting my shot here. I have a very small team that has broken ground on an extraction looter hybrid between gameplay loop of Escape from Tarkov and Souls-like combat in 3rd person. If you would be interested in contributing your skills and knowledge to our ambitious projected we would love to bring you on Board. It’s called Echo Rhelms and while only a week old, we’ve made tremendous strides and have a prettty recognizable game so far.
@@Blackbeard_Tactical Hey there! The premise of the game sounds interesting. I don't know the kind of involvement or role you are looking for, so I'd like to have a chat to get to know the team and the project better and see if I can contribute in a meaningful way. You can contact me by discord aibon2365 Or email ibon.andollo@gmail.com
How do you change the blocks with the actual game assets ?....like do you do it manually by deleting a block and inserting the assets or starting from scratch..
@@TheWizz03 I didn't do a proper blockout -> dressing worlflow for this one, since it was a quick assignment for a course. But you definitelt want to have your blockout meshes on a separate level layer or folder, whichever way you want to compose your world, and place your final meshes on that separate folder/layer, so you have the reference of the blocking and get rid of It easily when you are done
I'm a bit hesitant to release this publicly because I might jump to it in the future and is still very rough to work on proper Level Design projects. But if someone wants to make Level Design with this, send me an email to ibon.andollo@gmail.com and I might hand It to him/her :)
Great job, the level seems to have a very intuitive flow to it. As a sidenote: I know this might sound like an obvious thing considering you did it, but kudos nonetheless for giving credit where credit is due (IWALS). I see way too many people on RU-vid taking credit for the hard work of others by not crediting those who enable us to grow on top of their work. I just wanted to put that out there, it doesn't go by unseen, no matter how much of a no-brainer it might be for you. Jakub does a lot for his community, we owe him this.
Thank you for your words! Yes, people like Jakub are godsends. I deeply apreciate all the effort it takes to make this kind of content for the community to be able to create Game spaces much smoother
this looks pretty cool, i dont know what your final goal with it is but imo animations are a bit too fast and linear in motion, and the effects look a bit off, can't really say anything since i have no idea what you were trying to achieve, how long did it take you to get a "demo" up and running?
Thanks for the feedback. My goal with this is to get a decent Gameplay template to create my own maps for my Level Design portfolio. I've been working on this for a year, not on a constant rate due to work and ocasional lack of motivation.
Good work man i think there is some way to improve especially animation 1the player animation like roll or attack i think would be better if there are slower and like a really short wait time before hitting enemy it could make the hit more realistic 2 Some boss animation are a bit off and need more telegraph or waiting before hit to be fair and satisfying And yes some transition need to be smoother I think you aren’t at that point or you haven’t did it but sound like footstep or boss sound would really make the difference Overall great job i love the ambiance,song and camera are pretty good ,keep it up man
Love that towards the beginning, before you slide down into the valley, that you look into the distance and see your goal - without an indicator saying "go here!" Very nice
This is great although I would love to see something out of the soulslike box like maybe adding sekiro’s grapple and posture system. Maybe shields drain stamina and weapons withought a shield all have their unique way of building posture due to their weight or something. Movement like sekiro could be cool excluding the jump because it’s way too high and fast most sekiro movements could pair well with elden ring movement if set up through something like an armor weight or stat barrier preventing heavy loads from sprinting up a wall😅. These additions could make this project unique but if done poorly can be a detriment. As long as the movement is balanced enough to where heavy loads will still be able to hit them and the attack speed is not sped up it could definitely work. Just a thought on a possibly useful mechanics. edit: although the thing about posture was already implemented as poise in elden ring
Interesting points all along! As a Level Designer, my goal with this project is having a Souls playable level with most of the basic mechanics of Elden Ring. I think I prefer to keep it mechanically as close to the Souls games since Sekiro gameplay is very different and enhances an even more agressive playstyle, and I want to mantain that cautious and threat feeling all the way down. Your poise breaking suggestion sounds good tho, will give a try to implement that. As for the terms of navigation like you say, a grappling hook might be excesive for my purposes, but I have mantling and crouching through small gaps mechanics in my project, and other new traversals (even if not shown in this video), which extend a bit the navigation tools the Souls games offer. I actually started doing a Sekiro project in UE ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-gQ-CpnN5khQ.html , might give a try to implement the posture style combat some day. Thank you so much for stopping by and writting down your suggestions!
1. I noticed your character isn't making any noises except when getting hit. The lack of audio feedback of footsteps, rolling, or the casual jingle of armor during movement gives the impression that the character is floaty or weightless. (Though that's just fluff at this point of development.) 2. Some of the animations were off, such as leaving the bonfire or right after the boss was defeated. Like it was jumping from one animation set into another. I'm not an animation specialist, but I think there was a tool for smoothing animations during transition. It would take different points between two different animations and it would automatically bridge an average between the two, making a much smoother connection for the two animations. Saving a ton of memory space and effort, rather than creating and inserting a hundred transition animations. 3. The boss didn't seem to give much feedback when getting struck, particularly by the mace/hammer was being used. The attack looks like it's phasing through without causing the boss to "shudder" when hit. (I'm on a phone, so it might just be hard for me to see.) 4. This is my personal opinion, but the camera feels a bit...too zoomed out? Maybe if it was zoomed in 5-10% closer, it might look better? 5. I noticed the cloth physics of the cloak were phasing through the shield when ascending the stairs. Though I'm not sure what you could do to fix it...because it's cloth physics. Overall, a very impressive transition to Unreal from From's custom game engine Dantelion and the myriad of other middleware engines that they use.
Thanks for the complete feedback! Really appreciate the criticism. Yes, sound work and animation implementation is always a neverending task, specially when it comes to hit stun and gameplay feel as you say. Glad that you mentioned the camera thing. I actually prefer the slightly zoomed out camera, specially for combat. I might have overused the camera lag tho, which takes a few frames to reposition in the original location and can get somewhat far if you are moving around too much. Yeah... cloth physics clipping are always a pain. I do have some capsules on characters and weapons to prevent that (at least completely lol) but its behaviour is fully physics based so is unpredictable. Best solution would be to make them half physics half baked animation based, but I don't think I have the willpower to enter in that rabbithole. I think it works okay for my purposes, I might consider removing the cloak if it turns out being too much of a hassle. Thank you again for taking your time to write down this. Reading what people think on my project really help me to get a better perspective overall