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Posts by Jack

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Past several weeks were long for us: we pulled it all together to apply for the Epic MegaGrant.

Wish us and Bound Beyond luck! #gamedev #megagrant #indiedev

3 weeks ago 10 3 0 0
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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

2 months ago 4 2 0 0
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Choose your tactic in Bound Beyond. Be stealthy or look for way around; or face the enemy head-on if you dare ๐Ÿ˜ˆ

#boundbeyond #gamedev #indiedev #gaming

2 months ago 5 2 0 0
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Kiera exploring the mansion looking for clues of a famous archeologist disappearance. Curiosity takes over. Too late to turn back.

๐Ÿ•ต๏ธโ€โ™€๏ธ 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 ๐Ÿ‘€

#gamedev #gaming #indiedev

2 months ago 9 3 0 0
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If you enjoy tactical gameplay, take a look ๐Ÿ‘‡

We want every action to feel like a tactical choice, so we added a noise indicator ๐Ÿ˜ˆ
Go loud and aggressive and enemies will find you, or move carefully and stay safe
#gamedev #indiedev #indiegame #gaming #steam

2 months ago 13 4 0 0
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Hey! Screenshots from Bound Beyond!
You play as a private investigator who end up entangled in a weird case.

๐Ÿƒโ€โ™€๏ธ๐Ÿ•ต๏ธโ€โ™€๏ธ๐Ÿ”You get to climb, swim, hide, shoot, hit, throw, solve puzzles, and figure the disappearance of the renown archeologist.

๐ŸŒƒ Did you notice Berlin on one screenshot?
#gamedev #indiegame

3 months ago 6 2 0 0
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Some new things added to the game.
I love how these mechanics turned out so far.

#gamedev #gaming #indiegame

3 months ago 13 5 0 0
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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?

#gamedev #gaming #boundbeyond

4 months ago 7 1 0 0
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Another iteration of the intro cinematic. Itโ€™s still WIP. Just another day shaping things.

#gamedev #indiedev #gaming

4 months ago 12 3 1 0
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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 heโ€™s super WIP, so donโ€™t get too attached to this poor guy ๐Ÿ˜…

#gamedev #indiedev #indiegame #gaming #steam

4 months ago 15 5 0 0
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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/...

#gamedev #indiegame #gaming

4 months ago 12 5 0 0
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Working on character customization.
Do you like having options to customize the looks?
#gamedev #gaming #devblog

4 months ago 5 1 0 0

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

4 months ago 0 0 1 0

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 :)

4 months ago 0 0 1 0

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

4 months ago 0 0 1 0
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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

4 months ago 0 0 1 0
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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)

4 months ago 1 0 1 0
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Continuing TIL Unreal Engine edition topic.
TIL: for modular characters, setting bounds range isnโ€™t enough to prevent them from culling. But setting them โ€œUse Attach Parent Boundโ€ - it will switch to be using the parents body bounds hence prevent culling.
#gamedev #gaming #ue5 #TIL

4 months ago 5 2 0 0
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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 arenโ€™t very good at the guns. Hence, the visual changes and high pitch sound after a lot of consecutive shots. Wdyt?

#gamedev #gaming #ue5 #devblog

4 months ago 6 5 1 0
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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.

#gamedev #ue5 #devblog #til

4 months ago 4 1 0 0
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Today had a lot of fun with LiveLink - capturing the face motion.

Here is a start location with some draft characterโ€™s animations (including face animations that are impossible to see from that angle lol) in the cinematic. All is a subject to change here ๐Ÿ˜Š
#gamedev #gaming

4 months ago 6 2 0 0
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That may add more resemblance ๐Ÿ˜Š

4 months ago 1 0 0 0
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A few locations that Iโ€™ve 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.
#gamedev #gaming

4 months ago 12 1 0 0
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Hello there!
First time here, Iโ€™m 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 ๐Ÿ˜Š

#gamedev #gaming

4 months ago 51 6 2 0
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