Progress so far on Internal_1, a survival horror game inspired by Resident Evil remakes. Currently 2 guys working on it. Me the programmer/Designer and my brother Artist/Animator. Leave feedback down below.
Lol, maybe we should work on one project or something like that. For me it's me and my brother. He's working on art and animations and I'm working on everything else. To actually collaborate we'll probably have to pick one project that is the farthest and start from there.
Any chance you could explain how you setup the doors to work the way they do? This is nearly the perfect way to handle doors in third person games and I would love to be able to replicate it
Its quite easy, make 3 montages, one closed, the 2nd budging and the 3rd bursting open, you can replicate it with a basic character using a box trigger
@@brandonsharp1495 yeah I assume that would do the trick, looking at it now it does seem to use animations rather than physics which is what I was assuming and wondering how it looked so fluid
i know its a work-in-progress and probably not intended, but the jerky animation on the "zombies" is actually kinda creepy, you could lean into that maybe do some polish on it to make it extra jittery and spooky like that
Good evening, I want to buy the animations that you used there. in the video . I just want the one with the mannequins, not the one with the character that shoots. If it's for sale, tell me, I want to see if I can implement it in a game I'm making, thanks $$$
make a tutorial on how to make the resident evil style inventory system, you will be the first to do the resident inventory tutorials, because I searched and didn't find it, I only found a generic RPG style inventory class
Fully BPs and I followed this tutorial as a base: ru-vid.com/group/PLmKKTERcjTPKEPl0nk48Tpmj-iWmzqo_Q Instead of creating an actor for the inventory, I created a Component. Had to ditch some of the functionality and did a lot of refactoring to get my current system 😉. Good luck!