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#unrealengine

29 posts23 participants0 posts today

#gaming #pcgaming #mafiatheoldcountry

dsogaming.com/news/mafia-the-o

Ich hätte zwar lieber kein Denuvo, aber ich kann weder Publisher noch Devstudio einen Vorwurf machen dass sie Denuvo für das Spiel nutzen.

In dem Spiel steckt viel Arbeit und die ersten Wochen & Monate nach Release sind für Devs & Publisher aus finanzieller Sicht der wichtigste Zeitraum.
Es daher an sich völlig ok, dass das Spiel zumindest am Anfang eine Absicherung kriegt.

Danach kann Denuvo ja entfernt werden (auch um den Weg für einen Release auf Stores wie GOG freizumachen).

Die Systemanforderungen sind auch ok. Das Spiel ist ein #unrealengine 5 Spiel.

DSOGaming · Mafia: The Old Country has Denuvo, PC requirements revealedBy John Papadopoulos

A fascinating deep-dive into how the targeting system in Psychonauts 2 was
implemented. Even if you are not interested in the gameplay aspect of this,
the developer tools and debug visualization is a great example of how to
make designers' jobs easier.
doublefine.com/news/devin-targ
#UnrealEngine

Behind The Code: Locked On Target
Double Fine ProductionsBehind The Code: Locked On TargetHere’s a quick rundown of how Target Search was used to enable that sequence: Player fires Psi Blast. Target Search finds the flying Regret enemy to aim…
Continued thread

I'd really, really like to know why sometimes it takes a full 40 seconds to replicate a GameState property change to clients now that my levels are bigger. It's after generating the level so I *guess* maybe there's a big actor replication queue? But I don't replicate the static world, it gets built locally on each client, and at this point there's no enemies or anything, so I don't know what's taking so long #unrealengine

I decided to show another game piece of what will be in the demo. I did core gameplay mechanics for about a 2-3 weeks and then I started doing level design. I like it and I want to do it even more and maybe start learning Blender. This month I hope Steam page will appear