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Announcing my new game - Solus - Survival/Exploration - Unreal Engine 4

  • Hourences
  • November 15, 2013 at 9:15 AM
  • Seldoon182
    • November 18, 2013 at 2:04 AM
    • #21

    Really looking forward to this one! Exactly the kind of game I need. In order to be sure, FPS !?

  • Izuno
    • November 18, 2013 at 5:26 AM
    • #22

    Eh...needs more Call of Dog.


    j/k. Seriously, very impressive so far!

  • FrieChamp
    • November 18, 2013 at 9:55 AM
    • #23
    Quote from Hourences

    Player will wander around, scavenging for items while trying to not die from one of the many dangers in the environment. Think Cast Away with a touch of Minecraft (caves, gathering things), and some of the mystery from Lost.


    [Blocked Image: http://static.fjcdn.com/comments/4339143%2B_216d1f42325867bc1346127b8becfb02.png]

  • Daze
    • November 18, 2013 at 3:45 PM
    • #24

    Go Sjoerd!

  • Hourences
    • November 18, 2013 at 4:45 PM
    • #25
    Quote from Sentura

    Wouldn't it be a question of simply shading it differently rather than attempting to put it at a far distance? It definitely sounds like there's a tech hack buried somewhere that could help out with that...

    If you put it closer, then you'd see it move when you strafe. The horizon shouldn't move, so it needs to far enough away for it to create the illusion of depth.

    I could have possibly colored the cloud layer in order to make the planet appear behind the atmosphere, or just color the actual planets, but the look I have here is part of what I am after.

    Fps yes of course

    Would love to get it going with Oculus also. Ordered one, lets hope it works out well.

    Thanks again people!

  • -HP-
    • November 18, 2013 at 11:26 PM
    • #26

    I'm still in awe with those freaking asteroids and weather changes!!

  • PogoP
    • November 18, 2013 at 11:42 PM
    • #27

    Me too. Damn, it's badass!


    I gotta agree with the points about the planets though, they feel a bit weird. And something about the castle/ruin seems really odd too, can't place my finger on it though. I kinda hoped you were gonna go down the completely desolate look, but maybe this could work too!

  • Sprony
    • November 19, 2013 at 6:56 AM
    • #28

    Perhaps we can support this already by buying The Ball on Steam which is currently on sale for 1,49 euro

    Get some money his way!

  • ZZZ
    • November 20, 2013 at 12:59 AM
    • #29
    Quote from Buddy


    Wouldn't it be a question of simply shading it differently rather than attempting to put it at a far distance? It definitely sounds like there's a tech hack buried somewhere that could help out with that...


    Wasn't this why 3d skybox was invented in the first place?


    UE3+ lacks portal rendering, which is required to render portal skies. I've seen a tutorial that mimics skybox in UE3 by means of cube map if IRC.

  • sklare
    • November 20, 2013 at 1:05 AM
    • #30
    Quote from Daze

    Go Sjoerd!


    Yes! Looks great so far, Sjoerd. I wish you all the very best with this project, it looks really interesting thus far and I'll definitely keep my eye on it.

  • PhilipK
    • November 20, 2013 at 2:20 AM
    • #31

    wow this is awesome!

  • Hourences
    • November 23, 2013 at 6:25 PM
    • #32

    Thanks again people!

    I posted a quick update on my site with what has happened over the past week + some design choices that were made: http://www.hourences.com/update-on-solus/

    Will hopefully have some pictures or such to show next week. I am full time on scripting at the moment, so hard to show much on pics.

  • Hourences
    • January 18, 2014 at 11:11 AM
    • #33

    Epic posted a showcase and interview - http://www.unrealengine.com/en/showcase/solus/


    Things are shaping up nicely. Especially level and script wise. We are close to having the first 30 or so minutes of the game properly playable now. I managed to find a great cave style as well (more info on that later), and we got tornadoes in. Which are mightily impressive to see. The world also transformed into an archipelago for various design reasons. Once things are more final, I will begin showing the next batch of Solus media and talk some about why certain design decisions were taken.

  • Hourences
    • February 15, 2014 at 12:47 PM
    • #34

    A long and in-depth interview with me can be found on onlysp.com about the gameplay and vision of Solus, with lots of new info on what the game is about: http://www.onlysp.com/solus-unreal-e…sive-interview/


    Also here is a quick in-game shot showing our PDA pocket computer that acts as our hud (ignore the huge crosshair dot). Gameplay wise the game is working out fine, we got most functonality fully working now. When the time is right I will release a gameplay video.


    [Blocked Image: https://dl.dropboxusercontent.com/u/2300830/solus_ingame03.jpg]

  • Jord
    • February 15, 2014 at 1:04 PM
    • #35

    Let me play this already!

  • Sjonsson
    • February 18, 2014 at 8:31 AM
    • #36

    I'm really curious what you will use temperature, humidity and wind speed for! Nice going!

  • FrieChamp
    • February 18, 2014 at 9:01 AM
    • #37

    No combat? hmmm

  • Skjalg
    • February 18, 2014 at 10:11 AM
    • #38

    This reminds me of Dear Esther. I think its great that there are more of these games where you can enjoy a more calm exploratory experience

  • Jord
    • February 18, 2014 at 10:40 AM
    • #39

    Oculus Rift support?

  • Sigma
    • February 18, 2014 at 5:24 PM
    • #40

    This looks fantastic!... how can I help (if at all)?!

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