Outer Reach GameDev
@playouterreach
Solo indie dev behind Outer Reach 🎮🛠️ A stealth-action adventure through covert wars, buried secrets, and the shadows between the stars. Wishlist:
Working on code today, but here’s something from earlier... Some of the stealth gameplay of walking a hostage around to ideally, perhaps a dark corner for interrogation... 🛠️🎮 #screenshotsaturday #indiegames #gamedev
2/2 Start simple: blend climb/jump animations w/ rotation & position changes. I did something similar in Unity using MM, PA, a state machine, raycasts & IK, mainly because I expanded hopping over/on obstacles into ledge climbing, ladders, pipe crawling, etc.
One I can think of is the procedurally animated spiders that can chase the player climbing on walls, ceilings, over crates anything for the chance to jump on the player. At first they weren't part of the narrative, but I fell in love with the technical solution so... yeah, the spiders 😅
In just the last 3 yrs, games have had to stand out among more than 50k releases, & that number keeps rising as game development gets easier through unprecedented access to free or low-cost tools once out of reach. With “casual gamedev” now a thing, the signal-to-noise ratio is more complex.
Doing mocap in a home office on an iPhone 'cause that's the budget... 😅🛠️🎮
Unity badly needs a native weather system toolset... you can get some interesting skies in HDRP but takes a lot of tinkering w/ physically based skies + volumetric clouds & fog, but it's missing a lot of extras that you have to hunt down and bolt on or build.
Still working on melee combat, but thanks to some tips from Naughty Dog, it's coming along 🎮🛠️ #gamedev #indiegamedev
At first, you're like, "well this isn't so hard" then when it runs at 5 fps, you're like... 😭 Then you shift your focus to performance, so you learn GPU indirect instancing, hi-z occlusion, shadow culling, & a GI workflow for your render pipeline. Then you remember you have a game to make... 😅
Making me feel bad now about my 3 years of character development, design, and workflow in order to put them into Unity 😅
A devs work is seemingly never done... working on stealthy ledge takedowns over the weekend. 🎮🛠️ #screenshotsaturday #indiegame #gamedev
I'm working on my stealth game, and yeah, lighting is a tough balance between giving players agency and providing clear feedback on when they're visible or hidden. Subtle nods and cues are the way to go... players are smart, you just have to play into their instincts when it comes to lighting.
Once I had a basic demo done, I went to GDC. The crew from the Epic Games booth came over to play it (even though it was built in Unity). It took me 3 months to code the demo, but I only had 1st person mode at the time.
Don't listen to them. #gamedev #MondayMotivation "You can't make that alone." "Indie games means it looks like sh*t" "Unity isn't made for games like that" "Making a game is too hard." "Just get a normal job." "Leaving Twitter with 40k followers for 500 on Bluesky was dumb." "Give up."
Before anyone goes into panic mode about AI games replacing everything, everywhere... the "AI games" they're talking about are well, I mean... calling them games is a stretch.
Age of Rust made with Unity... No DLSS5... 😉👋✌️ Wishlist on Epic: store.epicgames.com/en-US/p/age-...
In the space of 40 years I’ve seen it go from Dr. Sbaitso to this…
I am yeah, the characters are well tied to the plot w/ depth as the game moves along, some of it through cutscenes, audio, or text as necessary. The combat is similar to Uncharted 4 & Splinter Cell, so balance will is key as to keep the player engaged, avoiding instant death as much as possible
Thankful to everyone for wishlisting Age of Rust 🙏🙌 I'm over 4k wishlists now on the Epic Game Store! store.epicgames.com/en-US/p/age-... #thankyou #indiegamedev #gamedev
Age of Rust is a story-driven sci-fi action-adventure where you play as Quinn Holt, a black ops operative for the Syndicate. You’ll uncover secrets, sabotage pirate operations, and solve puzzles across hostile worlds as a conspiracy threatens the balance of power in the galaxy.
A small sci-fi text-adventure puzzle game that’s turned into a full blown third person sci-fi action adventure game, with stealth & combat. It’s going pretty good but since I’m doing this solo it’s taking longer than I expected 😅
github.com/cloverme/ran... Maybe this helps, maybe it doesn't... I needed a distraction anyway 😅
Here's what they look like in action, the drones moves in free 3d worldspace to find a free area using the bezier curves, then the curves in the missiles have very high curve values to give it that squirrelly look. Lower values would be more of a curved straight line.