We have revamped Bound Beyond Steam page. We now share much more gameplay in the animated media.
store.steampowered.com/app/3665010/...
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We have revamped Bound Beyond Steam page. We now share much more gameplay in the animated media.
store.steampowered.com/app/3665010/...
#gamedev #indiedev #gaming
Choose your tactic in Bound Beyond. Be stealthy or look for way around; or face the enemy head-on if you dare π
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Kiera exploring the mansion looking for clues of a famous archeologist disappearance. Curiosity takes over. Too late to turn back.
π΅οΈββοΈ In Bound Beyond you will get to investigate the havoc source, and see where the story brings you after. The mansion is just the begging π
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If you enjoy tactical gameplay, take a look π
We want every action to feel like a tactical choice, so we added a noise indicator π
Go loud and aggressive and enemies will find you, or move carefully and stay safe
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Hey! Screenshots from Bound Beyond!
You play as a private investigator who end up entangled in a weird case.
πββοΈπ΅οΈββοΈπYou get to climb, swim, hide, shoot, hit, throw, solve puzzles, and figure the disappearance of the renown archeologist.
π Did you notice Berlin on one screenshot?
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Some new things added to the game.
I love how these mechanics turned out so far.
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Our character in on of her outfits. A screenshot from a photo mode.
Do you like to have a photo mode in games?
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Another iteration of the intro cinematic. Itβs still WIP. Just another day shaping things.
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Another immersive bit: gunshots now affect your vision and hearing. Should make everything feel more real
You can spot an enemy here, but heβs super WIP, so donβt get too attached to this poor guy π
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We have updated our Steam page a little! We are working on a new trailer. But for now it features WEBM videos with transparency mask to make ripped edges effect.
You can check it and wishlist here, it would mean a lot: store.steampowered.com/app/3665010/...
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Working on character customization.
Do you like having options to customize the looks?
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P.S.: basically, a new ADS revolves around the idea that the pistol always sways, and stamina regulates the intensity of the sway. And the iron sights don't align perfectly all the time
It's just another iteration to make it. Hopefully, now it's more believable that's she is not a sharpshooter. I think of the recoil animations rework too, because as you said it looks too controlled. We are always open to ideas and feedback, so, I greatly appreciate your input :)
And for the "hip" fire, hitting is generally hard because the spray pretty big. It uses a gaussian distribution, while it tends to shoot closer to the center of the reticle (unlike uniform distribution), it actually lands quite a lot of shots far away, making the ADS much more rewarding
for the ADS: when you shoot a lot non-stop, it will increase how much you move the gun and makes it harder to aim, compared to when you are shooting slowly and keep you stamina high. It's harder to feel on the video, but so far makes a good difference when you play it
thanks for a lot of ideas and coming back to this, I appreciate it.
We have a spray system, when you shoot from the "hip", the bullets have a chance to deviate from the center of reticle by a lot, you can see on this new video. And I also reworked the ADS a bit (more next message)
Continuing TIL Unreal Engine edition topic.
TIL: for modular characters, setting bounds range isnβt enough to prevent them from culling. But setting them βUse Attach Parent Boundβ - it will switch to be using the parents body bounds hence prevent culling.
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A current state of the handgun in Bound Beyond. The idea is that the more you shoot, the more confusion the character gets as they arenβt very good at the guns. Hence, the visual changes and high pitch sound after a lot of consecutive shots. Wdyt?
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TIL that the water body in UE needs an overlap object response to the world static in order to show the post processing volume underwater. I was sure it relied on camera channel.
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Today had a lot of fun with LiveLink - capturing the face motion.
Here is a start location with some draft characterβs animations (including face animations that are impossible to see from that angle lol) in the cinematic. All is a subject to change here π
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That may add more resemblance π
A few locations that Iβve built.
I love building interiors and details. Though, I struggle a lot with creating buildings exteriors.
My favorite so far is burning the Egyptian locations with sand and a lot of ruins and exploration within the walls.
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Hello there!
First time here, Iβm a game dev, and also working in software engineering. I love making games, and most importantly, I thrive to create games I love and would play. I share some sneak peeks and game dev stuff I do.
Would love to connect to like minded people π
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