I love the dialogue in your intro, Im trying to learn how to add that into my game. I love how your ideas are coming along so nicely. Looks amazing man
First of all, many thanks for everything you're doing, your tutorials are so helpful and I've learnt a lot from them. Secondly, pleaaaase, can you make a tutorial on inventory system? A one like in resident evil 7. Many thanks bro.
Love it. Well done on the progress. Have you considered his name being simply a number? Could fit with the space narrative. As you mentioned, I think the footsteps are two soft. I would get something more metallic like walking on a metal gantry and then add some reverb to make it cold and echoey to fit with the long tunnels. You might find something on free sounds. I found a sound of climbing a metal ladder that would sound perfect as a footstep sounds. Also have you thought about adding crawl space sections linking some areas that let you bypass the main area? Could increase tension and add a nice variation to having to find keys for every door. Awesome progress and love the tutorials. Keep it up!
@@Andrew-jv9hx definitely think I’m going to look for more metal sounding footsteps like you said and add more reverb. And yea 100% I think crawl spaces are a great idea, I actually have a few ideas of implementing them soon to be honest! Thank you for all the great suggestions :)
I was also making a space game, but more of a shooter type in UE5 and I used the exact same bed model + alarm with red lights for the first scene :D I stopped working on it some months ago, but you inspire me to take it back on. Your game is looking really great already and the bodycam effect makes it feel even more realistic despite the lower image quality. I thought it would be cool if you could see the live view from the bodycam on the monitor in front of you after you turned it on in the intro cutscene - maybe also a cool possibility to fade out while zooming on the screen while the character (whichs view you see on the screen then) stands up and turns away to leave the room.
Love your channel and good luck with your game. I love horror games and I’m working on one of my own. Can’t wait to see more and also play it. Just a friendly tip, if you want you can use it. Since the MC is an astronaut you can make his vision like we’re seeing through his helmet. Like a bit dirty glass or something like that.
Nice devlog, watching your devlog inspires me to work on my own personal project! I've been using ue5 for a while but still learn new things from you. Great work man, great work. Also could you do a tutorial on a mantling and/or vaulting system for your realistic first person series? I know a decent amount about ue5 but honestly not much of a clue on how to do this. Thanks!
@@codethings I've used a tutorial and added a few modifications and made a really nice vaulting system. It uses motion warping so it looks really great! Heres the tutorial if it may be of any help to you: ua-cam.com/video/HVhH2qi2B5Q/v-deo.htmlsi=SER4Jb2pbhuyxENt Still haven't figured out mantling yet but im on it.
Love what you're doing man. That being said, I'm going to dump a few criticisms your way. Footsteps sound odd because reverb is mimicking a much, much larger room vs. narrow corridors. Dial it in. I strongly feel you should dim the lights in the room during the intro & also adjust the desk to not be in front of the window. Clarification, either more in front of the window or slightly away from it. Lastly, the stars in the HDRI or whatever are either too bright, or too numerous. I think what's seen on your main menu screen is far superior & should be closer to what's featured in-game. Keep up the phenomenal work bud.
I honestly appreciate the constructive criticism and will take your feedback and try to apply it to make the game better. Thank you for your interest and taking the time to try to help me out! I can definitely see what you mean with the stars brightness and the footstep sounds not being completely accurate to the location/environment, I will work on them and make them better. Thank you again!
Nice visuals! Just a tip, you should really deactivate the screen trace on Lumen GI (can be done on the post process volume), because when you move around, a lot of wall illuminate and it is very immersion breaking. So yeah, full dynamic lightning is cool, but you have a lot to tweak :) Sorry, i'm a lightning nerd on my games.
No reason to apologize, I specialize in almost everything other than lighting so every lighting tip or advice is very appreciated! I will do that and adjust the settings a bit! thank you so much :D
So cool. One quick comment, I think you need to swap out the desk. Its the first thing in the enviro we see as character leans back and it looks like a HS teacher's desk not something on a space station. There are a million scifi desks available it would be an easy swap and put us right into the world.
I know you what you mean trust me, I looked honestly all over sketchfab and in other packs that I've had but idk why none of them truly feel like they fit (with the restrictions of not being incredibly high poly count)
A bit late but better than never I suppose. I personally don't like the soundtrack at the end of the intro after he says the second correct. I would've gone with silence followed by a voice line. Foots steps definitely sound like wood that's for sure. The door sound effect could use some revisiting. And to leave on a positive note. The camera tracking is nice touch. The Menu is actually great. I spent far too long on UI. I'm not proud of it. Simplicity works.
It looks incredible, it's even embarrassing to make any remarks. But I think that it is better for the scene to start from the face of the camera and not the main character, since it is not clear what is recording the process of putting on the camera, another camera? Anyway, good job.
I see your point and thank you for your suggestion, I was more so thinking he was just looking from his eyes in that first scene until he actually put on the camera but I can see what you’re saying! Appreciate your feedback :)
My man! You just have to show us how to make an intro like that. I know you are using AI voices which is genius and what I'd do aswell but the black screen with subtitles & animation just needs to be a video. I bet alot of people are missing such a thing for their games!
@@BendySlayerX my main tip is to stay with it honestly, there’s many times where I lose motivation and it’s so important to remember not to, and to just stick with it because releasing any game is an accomplishment in itself!
@@codethings That's a great tip I'll follow. And yeah, I've lost motivation time to time, but I'm so close to finishing my game and it's been in the oven for about 7 months. I honestly can't wait to see more from your channel as I am still learning UE
Hey, are you using an already finished map and just expanding on it or did you make everything from scratch? I'm making a sci fi horror game alone as well, something like Alien: Isolation, most of my time went on level creation. I just bought assets and stapled everything by hand so to say. For the sounds, my suggestion is to dull everything a bit, footstep sounds are way too sharp. Spacesuits have padding and generally should sound more muffled
No, not an already finished map; I’m hand placing everything via assets as well! I wish I was skilled enough in blender to custom make modular assets, that’s a lot of talent. As far as the footstep sounds, I agree I’m going to have to change some of the sound design behind it because it should definitely be more muffled out, thank you for the suggestions :)
everything looks nice what i noticed is that there is some weird looking shadows and light on the floor and walls is that something to do with Exponential Height Fog?
Hello, can you help me? I want to make a door that is locked with chains and the saliva can cut it using a cutter like Resident Evil 7. I would be grateful if you did it.
uhh most of them I either had from prevous projects where I bought them. But some of them I made or found from freesounds.org tbh! but if you can tell me exactly what you're referring to I might be able to help more :)
The dialogue system is a simple one you can do when you have audios files in unreal engine, you can essentially double click on your audio files and manually add subtitle timestamps followed with what your audio says exactly.
@@codethingsI've never encountered this so a tutorial would be cool! Also, any chance of a tut on those PP effects (Sharpening, Blur, DoF and Lens distortion) please? Think it looks brilliant!
Hello Code Things so Making Video On Unreal engine 5 Make DevLog Making Mascot Horror Game About Making Here's Jonny Style Horror Games is Making Poppy playtime CLONE games YOU it Do Yes Ok Bye (LOL?)
Thank you guys so much for 1k subscribers and all the continued support recently!! You guys mean much more than you all know ❤
Everything looks well done. gives me motivation to continue on my game project
You have come a long way dude. The game looks phenomenal, cant wait for the next dev log
Thank you so much, lunar!
I love the dialogue in your intro, Im trying to learn how to add that into my game. I love how your ideas are coming along so nicely. Looks amazing man
Thank you for all the kind words! Yea, I found a really good system for my dialogue and after scripting for a bit, I think it sounds pretty good :)
@@codethings possibly make a beginner tut for it if possible?
@@codethingshow about Ivan anvilleson for a name (I dunno if spelled correctly)
Love this series on your channel! Congrats on all your recent growth and can’t wait to see more updates :)
Thank you, it means alot!
First of all, many thanks for everything you're doing, your tutorials are so helpful and I've learnt a lot from them.
Secondly, pleaaaase, can you make a tutorial on inventory system? A one like in resident evil 7.
Many thanks bro.
Love it. Well done on the progress. Have you considered his name being simply a number? Could fit with the space narrative. As you mentioned, I think the footsteps are two soft. I would get something more metallic like walking on a metal gantry and then add some reverb to make it cold and echoey to fit with the long tunnels. You might find something on free sounds. I found a sound of climbing a metal ladder that would sound perfect as a footstep sounds. Also have you thought about adding crawl space sections linking some areas that let you bypass the main area? Could increase tension and add a nice variation to having to find keys for every door. Awesome progress and love the tutorials. Keep it up!
@@Andrew-jv9hx definitely think I’m going to look for more metal sounding footsteps like you said and add more reverb. And yea 100% I think crawl spaces are a great idea, I actually have a few ideas of implementing them soon to be honest! Thank you for all the great suggestions :)
I was also making a space game, but more of a shooter type in UE5 and I used the exact same bed model + alarm with red lights for the first scene :D I stopped working on it some months ago, but you inspire me to take it back on.
Your game is looking really great already and the bodycam effect makes it feel even more realistic despite the lower image quality. I thought it would be cool if you could see the live view from the bodycam on the monitor in front of you after you turned it on in the intro cutscene - maybe also a cool possibility to fade out while zooming on the screen while the character (whichs view you see on the screen then) stands up and turns away to leave the room.
Love your channel and good luck with your game. I love horror games and I’m working on one of my own. Can’t wait to see more and also play it. Just a friendly tip, if you want you can use it. Since the MC is an astronaut you can make his vision like we’re seeing through his helmet. Like a bit dirty glass or something like that.
Thank you! Also, that’s a really good idea, I’m going to be making a hud soon to test that :)
This looks super promising :))
Thank you so much! :D
MAKE A RESIDENT EVIL GAME BUT IN SPACE! 🔥🔥🔥🔥
THE GOAL 🙏🙏🙏
Big fan of your work Love from Pakistan ❤❤
Thank you so much :)
well done man you done a really good job
Thenk you for the kind words :D
omg it looks so good
Thank you :D
Nice devlog, watching your devlog inspires me to work on my own personal project! I've been using ue5 for a while but still learn new things from you. Great work man, great work. Also could you do a tutorial on a mantling and/or vaulting system for your realistic first person series? I know a decent amount about ue5 but honestly not much of a clue on how to do this. Thanks!
That makes me very happy to hear, definitely persue it! Also, yea at one point I will 100% work on a vault/mantling system :)
@@codethings I've used a tutorial and added a few modifications and made a really nice vaulting system. It uses motion warping so it looks really great!
Heres the tutorial if it may be of any help to you: ua-cam.com/video/HVhH2qi2B5Q/v-deo.htmlsi=SER4Jb2pbhuyxENt
Still haven't figured out mantling yet but im on it.
Love what you're doing man.
That being said, I'm going to dump a few criticisms your way.
Footsteps sound odd because reverb is mimicking a much, much larger room vs. narrow corridors. Dial it in.
I strongly feel you should dim the lights in the room during the intro & also adjust the desk to not be in front of the window. Clarification, either more in front of the window or slightly away from it.
Lastly, the stars in the HDRI or whatever are either too bright, or too numerous. I think what's seen on your main menu screen is far superior & should be closer to what's featured in-game.
Keep up the phenomenal work bud.
I honestly appreciate the constructive criticism and will take your feedback and try to apply it to make the game better. Thank you for your interest and taking the time to try to help me out! I can definitely see what you mean with the stars brightness and the footstep sounds not being completely accurate to the location/environment, I will work on them and make them better. Thank you again!
Nice visuals! Just a tip, you should really deactivate the screen trace on Lumen GI (can be done on the post process volume), because when you move around, a lot of wall illuminate and it is very immersion breaking. So yeah, full dynamic lightning is cool, but you have a lot to tweak :) Sorry, i'm a lightning nerd on my games.
No reason to apologize, I specialize in almost everything other than lighting so every lighting tip or advice is very appreciated! I will do that and adjust the settings a bit! thank you so much :D
Name him David Hayes - an homage to Fred Haise, one of the three crewmembers of Apollo 13.
So cool. One quick comment, I think you need to swap out the desk. Its the first thing in the enviro we see as character leans back and it looks like a HS teacher's desk not something on a space station. There are a million scifi desks available it would be an easy swap and put us right into the world.
I know you what you mean trust me, I looked honestly all over sketchfab and in other packs that I've had but idk why none of them truly feel like they fit (with the restrictions of not being incredibly high poly count)
"Phil McKraken" is a good name for mr main character
W
Keep it up 🔥
Will do🫡
A bit late but better than never I suppose.
I personally don't like the soundtrack at the end of the intro after he says the second correct. I would've gone with silence followed by a voice line.
Foots steps definitely sound like wood that's for sure. The door sound effect could use some revisiting.
And to leave on a positive note.
The camera tracking is nice touch.
The Menu is actually great. I spent far too long on UI. I'm not proud of it. Simplicity works.
Thank you for all your feedback and advice :)
Been waiting to the point where I am now a great sage (don't ask me how)
@@blazexy5657 😂😂
bro you can use accurig for rigging a character mesh faster for a humanoid character it works really well.
Thanks for the advice! I never heard of accurig but ill be sure to check it out :)
Main character name
1: kaven
2: Leeroy
3: Leon
4: John
5: Major
🤔
6. Ethan
7: Albert wosker
My game has a similar theme of being isolated, but it instead takes place in a nuclear bunker kind of like Amnesia the bunker.
Goodluck with your project! I hope to see it soon :)
It would be cooler if the cutscene plays through the POV of the camera.
It looks incredible, it's even embarrassing to make any remarks. But I think that it is better for the scene to start from the face of the camera and not the main character, since it is not clear what is recording the process of putting on the camera, another camera? Anyway, good job.
I see your point and thank you for your suggestion, I was more so thinking he was just looking from his eyes in that first scene until he actually put on the camera but I can see what you’re saying! Appreciate your feedback :)
Name him Aryan🙌👍
@@aryanbarure1479 😂😂good idea
My man! You just have to show us how to make an intro like that. I know you are using AI voices which is genius and what I'd do aswell but the black screen with subtitles & animation just needs to be a video. I bet alot of people are missing such a thing for their games!
Dude that looks awesome!!! I’m also working on an indie horror game, do you have any tips?
@@BendySlayerX my main tip is to stay with it honestly, there’s many times where I lose motivation and it’s so important to remember not to, and to just stick with it because releasing any game is an accomplishment in itself!
@@codethings That's a great tip I'll follow. And yeah, I've lost motivation time to time, but I'm so close to finishing my game and it's been in the oven for about 7 months. I honestly can't wait to see more from your channel as I am still learning UE
Call him marcus
idk if ull see this but in the cutscene i think its better to replace danger danger danger with warning warning.
Hey, are you using an already finished map and just expanding on it or did you make everything from scratch? I'm making a sci fi horror game alone as well, something like Alien: Isolation, most of my time went on level creation. I just bought assets and stapled everything by hand so to say. For the sounds, my suggestion is to dull everything a bit, footstep sounds are way too sharp. Spacesuits have padding and generally should sound more muffled
No, not an already finished map; I’m hand placing everything via assets as well! I wish I was skilled enough in blender to custom make modular assets, that’s a lot of talent. As far as the footstep sounds, I agree I’m going to have to change some of the sound design behind it because it should definitely be more muffled out, thank you for the suggestions :)
everything looks nice what i noticed is that there is some weird looking shadows and light on the floor and walls is that something to do with Exponential Height Fog?
If you ever get famous remember me🙏
Bro please start with pistol system or atleast health pickups like painkillers
@@agentshadow6618 I plan on doing health pickups very soon, stay tuned :) the pistol system will come as well but down the line I believe
Call Hero marcus
Will there be another devlog soon
Hello, can you help me? I want to make a door that is locked with chains and the saliva can cut it using a cutter like Resident Evil 7. I would be grateful if you did it.
Where did you get all the sounds from your game from?
uhh most of them I either had from prevous projects where I bought them. But some of them I made or found from freesounds.org tbh! but if you can tell me exactly what you're referring to I might be able to help more :)
Where you get sound for man and women talking
the intro cutscene is awesome, but i feel like the repeated "danger" voiceline is a bit cheesy
Thank you for your opinion :)
The foot step sounds like they overlapping one another and yeah sounds like you stepping on wood
How you make the dialogues subtitles and voice??
The dialogue system is a simple one you can do when you have audios files in unreal engine, you can essentially double click on your audio files and manually add subtitle timestamps followed with what your audio says exactly.
@@codethingsI've never encountered this so a tutorial would be cool! Also, any chance of a tut on those PP effects (Sharpening, Blur, DoF and Lens distortion) please? Think it looks brilliant!
i think the fotsteps need to be bassyer
Yea, I think you're right, i'm going to look for some more metal and deep sounding footstep sfx
MALEX ERCER
LOL great suggestion haha!
name him ayin it mean nothing in Hebrew,this is inspired by fictional character with same name from lobotomy corporation
Hello Code Things so Making Video On Unreal engine 5 Make DevLog Making Mascot Horror Game About Making Here's Jonny Style Horror Games is Making Poppy playtime CLONE games YOU it Do Yes Ok Bye (LOL?)