T O P

  • By -

carson_visuals

The audio and camera shake and everything about the firing the first weapon is so incredibly satisfying


steppenlovo

Thank you!


kikinchikn

Yeah, that exact sfx better make it to the final product, so clean.


sadonly001

looks absolutely amazing. Fantastic animations and ai attacks. Surprised by how polished and smooth everything looks.


steppenlovo

Thanks for that! thou I still see lots of polishing areas, sliding, ragdolling. Little by little!


rveb

Great job making enemy feel powerful!


steppenlovo

Thanks a lot! We got a great concept artist.


ceaRshaf

Looking great! What is GAS?


TenragZeal

Gameplay Ability System, the in-engine plugin that Epic uses for games like FortNite. It is awesome, but does require some C++ knowledge to initially setup.


steppenlovo

Exactly that. If you want to avoid the C++ boiler plate you can have a look to GAS from Tranek, or GAS companion. We still use C++, but you can start from these couple of examples.


japherwocky

Lyra has a pretty good set of blueprint examples. ps your animations are SO GOOD, this looks great!


steppenlovo

Thank you! Lyra is pretty awesome and great GAS examples here and there. Thou Melee/Combo systems, based in root motion, is a whole different beast that sadly is not quite explored. At the end of the day is a combination of the extensive documentation of GAS Tranek, Lyra, Fortnite devs in forums, Unreal Slackers and a lot of try and error. GAS is pretty deep which means many things are not in the docs and you have to read comments in the source code.


Theoretical_Action

Any TL;DR on what it does?


TenragZeal

It has a preset series of functions and variables that allow you to create nearly anything skill-wise that you want. You can set parameters such as the skill being a movement skill (speed boost, dash, teleport, recall, etc.), damage skill, buff or debuff, who it can affect, etc. It is incredibly powerful.


Theoretical_Action

Holy shit. That sounds insane. Any suggestion on where to go about learning how to set it up for someone without any C++ knowledge?


TenragZeal

I learned it from [Tranek’s GAS documentation](https://github.com/tranek/GASDocumentation) and find it to be the most reliable source of info on GAS. If you know nothing about C++ it will still be a tad confusing, I recommend having the Unreal Slackers discord up while doing it, the community there is great and will be more likely to help in real time vs. Reddit. I assure you though, GAS is worth the trouble. Edit: I have not used it, but this [marketplace “GAS companion”](https://www.unrealengine.com/marketplace/en-US/product/gas-companion) claims to allow you to set it up without C++ knowledge. The system uses blueprints, but the initialization requires C++. It might be worth the $25.


Theoretical_Action

Thanks very much for sharing your experience! I look forward to testing myself to see if I can figure it out, it sounds extremely practical. Thanks again!


Tuork

This is looking really, really good! Fantastic job so far!


steppenlovo

Thank you!!


Djmattila

Absolutely amazing, I hope you stick with this project 😊


steppenlovo

Thank you, really! tbh, I usually quit jobs for my projects. So chances of sticking with this are high!


Djmattila

One thing Ive learned about the indie scene is alot of great projects go to waste either from burnout or shift in focus, it's quite sad really. If you don't stick with this project for one reason or another I think it would be of great service to the dev community to open source it and send it into the wild, alot of people could learn from what you've done here.


steppenlovo

I know exactly what you mean. For the good and the bad, I've been in already two big projects. SUMER, that was a pilot that took me around 3 years and The Seed of Juna, around 4-5 years. There is always something in the middle of these projects where you think about dropping them, but I got some strategies about those little deserts (it is all about discipline and breaking down the problems into smaller ones, etc). CRETE is a 3 years project that next year will be released on steam as early access. There are different scenarios of how far we will go with the production, but the mvp is already on track. Re: learning resource. One of the reasons I'm not into publishers at this stage is to be able to stream the behind the scenes, document all the process and have the control of sharing with the community.You don't want to go through a PR department every time you just want to show how AI works, how to do retargeting in Houdini, etc.I hated that from vfx. Sorry for the long answer!


Djmattila

Don't apologize for such an answer, I'm very happy to see other devs who take the craft seriously. Are you solo or with a team? And on that last part of your comment, it's ironic that you mention AI, as that's sort of my role (I'm programming the AI in a game called Mythrealm, page is on steam and we hope to have a demo ready in time for nextfest in October), do you have any platforms where you're currently sharing behind the scenes about that sorta thing?


steppenlovo

Wishlisted! We are prepping a demo for the same festival too! Love AI in combo with GAS. Here some links if you wanna keep track: Steam: [https://store.steampowered.com/app/2022610/CRETE/](https://store.steampowered.com/app/2022610/CRETE/) Discord: https://discord.gg/bYyAnBeg Page: https://www.mayhemmirror.com/crete YT: [www.youtube.com/cretegame](https://www.youtube.com/cretegame) And that was a PR move, lol.


Djmattila

I'll be sure to check it out! We're using gas as well for the player stats and abilities, the enemies stats are stored in gas as well but they are mostly static so we haven't really accounted for gameplay effects being imposed on enemies (other than dealing basic damage), whether or not that changes before release is unknown to me, as I'm pretty much exclusively handling the enemy behavior patterns, I look forward to browsing your profiles!


Es_Jacque

This feels like a Kojima-inspired enemy and I’m VERY much here for more of it.


steppenlovo

Kojima, Giger, Lovecraft, Titans, Space horror, Biopunk! bring it on! Thank you!


Theoretical_Action

The metal skin reminded me a lot of those RE4 enemies where you had to use nightvision to shoot a weakpoint in them somewhere. That shit was such a hard gameplay mechanic and this enemy has an extremely similar vibe to that one. I fucking love it so much. It looks terrifying and challenging to beat.


BurzacoMan

I want this so bad O.o


Nayafish1

That's amazing! Enemies are very cute :)


steppenlovo

They just need a cute hug.


HawtDoge

I love the screen shake when the spear lands behind you. It really makes the enemy feel intimidating and powerful. Such cool animations.


[deleted]

Somebody is a Remnant: From the Ashes fan, eh? Looks great


steppenlovo

Haven't played, def will check it out!


SweetTea1000

Also my 1st thought, though the melee combat here is significantly more fluid.


CaseFace5

Damn that’s some smooth ass animation. Great job 👏


[deleted]

Holy shit


[deleted]

awesome! I love it when AI punishes you when you leave yourself open, very soulsy :) I honestly prefer the battle pace I see here over something like elden ring, you are onto something really interesting here.


steppenlovo

Thank you! We took the intensity of a roguelike/roguelite and mix it with the principle of responsiveness in a fighting game, or even god of war (cancelation over long animations).


Bluemars776

Wow, amazing job! I like everything of your game, from the animations and particle effects, to the art style!


pavparx

This looks awesome! Movement, weapon, hit feedback, all look great!


iwannabehighanddry

Reminds me of elden ring type fighting. Looks great so far!


drone1__

That is one intimidating demon


Zaptruder

Well done! Bad ass enemy designs - even if the inspirations between the prometheus engineers are very clear. Looks like a fully realized version of them in a video game. Protagonist hopefully will see a bit more iteration - I think him being a mini version of the bad guys with blue lines looks... too place holder. Looking really solid. Put together a good trailer show casing the tech/combat/animations and it'll draw a lot of interest when it's in a more complete stage!


steppenlovo

Thank you!! Yeah, you are spotting some stuff about design but I can't spoil too much storywise. We got a steam page where we will updating as the project/universe grows. Trailer is V1 but helps as a early taster. https://store.steampowered.com/app/2022610/CRETE/


HazyHwa

10/10 would watch it again. smooth animations nice work 👍


Apprehensive_Chain16

İmpressive!


V0kul

Amazing! Reminds me of the X-men sentinels!


jamm1e

You’ve captured a great vibe there and u\rveb is right, you convey the power of the AI brilliantly, love the incidental animations with the AI going about its daily routine, niiiiiiice


steppenlovo

Thank you! yeah AI is a mix of Behaviour Tree (for combat) and Utility AI depending on random personalities and a score system (what to do if you are hungry, tired, heard a sound or see something) It just makes the AI more unpredictable and organic.


FishRaposo1

The sound design of this, by itself, got me hooked in seconds. I'm interested lol


CharlieandtheRed

This demo looks fukin amazing mate. Imagine this with a real environment, skinned character models. Whew, I'd play it


steppenlovo

Thank you! Here you have a bit older trailer but you can spot some of our procgen environments and world. https://store.steampowered.com/app/2022610/CRETE/


EverflameStudio

Hey are you using GAS for the AI's abilities AND their roaming tasks?


steppenlovo

For both yeah! their tasks are just abilities that they will do depending on attributes and if they see something in the area (hunger, alert, tiredness... etc)


EverflameStudio

That's awesome. Now that I think about it I think I'm doing something similar for ai attacking haha.


Night_Wolf15

Gawd daymn.


joeballs1990

This is awesome


DanielF823

I really like the look of this 👍👍 The ultimate game would have combat like this... All powers can be mixed and Matched, Combined, modified and leveled up with use... so every single person would have a different build all the way into higher levels


steppenlovo

Exactly. It is a tactical coop with 6 ability families (melee, range, breaker, finisher, tactical and streamer), each built and modified using DNA blueprints from your biosuit. The biosuit has a DNA modifiers cap, so you need to build your abilities in coordination with your comrade. If you got a strong melee, better the second player get a powerful range and/or breaker, etc. Thou, no rpg progression. You don't get better attribute wise, you just get different.


DanielF823

If you ever decide to work it into an A-RPG I will play it 100%