Game
Lost Reality
28 days ago

New abandoned church environment, Unreal Engine tips, underwater shaders


highresscreenshot00000.png

Thank you very much to everyone who has shown interest in the project.
The project is not dead, it has simply gone through a very difficult period.

Our intention has always been for the game to have a strong focus on storytelling. Since the beginning of the project, two of our writers had to step away due to mental health–related issues, which significantly affected development. However, we will be returning to the project this year, and we will have new contributors joining us on the narrative side.

We have resumed development using Unreal Engine 5.5, and we are fully aware that one of our main challenges will be optimization and making the game run well on lower-end computers. This has been a common issue in Unreal Engine projects, although lack of optimization can occur in any engine.

We are currently creating new models and environments for the game. The most recent environment we are working on is an abandoned church. The church models are nearly finished, but we still plan to replace several textures with higher-quality ones.

highresscreenshot00002.png

Unreal Engine Tips + Underwater Post-Processing Shaders

ssfasfa.png

We are using this project to develop techniques and mechanics that will later be reused in several of our other projects. One particularly interesting feature we implemented is an underwater post-processing shader, combined with water caustics created using decals.

Our shader was based on a tutorial by Ben Cloward, and during the development process we ended up researching best practices for material creation in Unreal Engine. As a result, we developed a few guidelines to avoid confusion and make materials easier to maintain:

  1. Avoid overlapping wires at all costs to prevent a “spaghetti” look. Instead of connecting a single Texture Coordinate node to multiple nodes, use separate Texture Coordinate nodes for each connection. They all reference the same data and receive the same input from the engine. The same applies to named parameters: if you copy and paste a named parameter in different parts of the Shader Graph, it will always refer to the same variable

    11.png
  2. Use Named Reroutes to separate the material into logical blocks. For example, you can isolate the part that handles UVs from the part that handles color data for a specific texture. Named Reroutes are excellent for preventing overlapping connections.

    22.png
  3. Organize your material into vertical blocks, separating logic clearly. This allows you to read and structure the material graph almost as if it were GLSL code, divided into functions from top to bottom

Once again, thank you all for your attention. We will leave links to Ben Cloward’s tutorials for anyone who is interested.

Underwater post-process shader: www.youtube.com/watch?v=BNldzmlSvCA

Water caustics shader: https://www.youtube.com/watch?v=9z6EMsoqLDY



0 comments

Loading...

Next up

Work in progress 1911 pistol. Will be released for free when it's done

We started creating some generic props used to decorate scenes; as we add more items, we will make them available for free.

These bushes and snow vehicle are the first ones.

We released a free model of a sniper carbine rifle, under CC0 license (free for personal and commercial use), if you have interest, it's on itch.io: https://stein-indie.itch.io/r700

Happy Devruary! Devruary Day 6 celebrates @Narwhalnut ! They program bugs (in the game Insectile)! We also have a question for the devs of Game Jolt: What dev habit helps you the most?

Added dash function to enemies! Inspirated in Prey 2017.

This to make enemies more interesting

Happy Devruary! Devruary Day 4 celebrates @ElPichon ! They're just a bird who likes to draw! They're also the developer behind The Bunny Graveyard II and Chunky JUMP!. We also have a question for the devs of Game Jolt: How Did You Learn Game Dev?

We just released the first version of our classical weapons pack (Ak-47, Mac-10, Mp5, M700) for free on itch io, download here: https://stein-indie.itch.io/classic-weapons-pack

We are working on new houses for the game's environment.

Happy Devruary! Devruary Day 5 celebrates @ExpoDev ! He's the founder of PMH Interactive and is working on The Obsessive Shadow and more. We also have a question for the devs of Game Jolt: What keeps you making games when it gets tough?

Futuristic city with and without Unreal Engine default lighting system (that will be changed later). Indeed, one of our goals is to escape the "Unreal Engine generic look" that game UE games have.