Started posting devlogs for my gothic card game — this is my first time sharing on Reddit, would love some honest feedback

Hey everyone,

I've been working on a gothic-themed card game for a while now, and I recently started making devlogs to document the process (mostly posting on Instagram/TikTok/YouTube so far, this is my first time bringing it here).

This clip is from one of my recent sessions — working on character design for the game. Honestly, I'm still struggling a lot with both the visual direction and some of the code decisions, so I'm second-guessing myself a lot lately. Figured posting here might help me get some real feedback instead of just guessing in the dark.

Would genuinely appreciate any thoughts — on the art style, the direction, or just general advice for someone still finding their footing with devlogs. Thanks for reading 🙏

u/AkatInteractive — 8 days ago
▲ 17 r/Substance3D+5 crossposts

Banner hanging in front of a gothic courtroom table — convincing or too flat?

Working on a gothic courtroom scene for our game ( Eye of The Giant - EOG), and this banner hangs right in front of the player's table — scales of justice + a crucifix on it. Still in the texturing phase, video attached.

Looks decent at first glance but now I'm second guessing the material, it might be reading a bit too clean/metallic instead of actual heavy fabric. Also not sure if the lighting gives enough depth to the gold parts or if it just looks like a flat decal.

It's mostly half-hidden during normal gameplay but goes full screen during cinematics, so it kind of needs to hold up on its own. What do you guys think, does it pass as a real prop or does something feel off to you?

u/AkatInteractive — 9 days ago
▲ 9 r/gamedevscreens+2 crossposts

Rotating planet behind a character — annoying? any advice?

Working on our game (Eye of the Giant), there's this cosmic judge character and we put Earth rotating behind his head like a halo — still in blockout phase, video attached. Looks cool at first but now I'm second guessing it, especially for scenes where he's just talking and it's spinning the whole time. Thinking about shrinking it down into a small globe on a table instead, but not sure. What do you guys think?

u/AkatInteractive — 10 days ago

5.6.1 to 5.8 upgrade: Stuck at 73% loading "

My project loads and runs perfectly in 5.6.1. However, when I try to open it in 5.8, the loading screen hangs indefinitely at 73%. Looking at the splash screen, it seems to be stuck while "Loading Default Modules for Plugin: GeometryCollectionPlugin".

Here is what I've tried so far to fix it:

  • Cleaned out all Intermediate, Saved, Binaries, and DerivedDataCache folders.
  • Disabled/removed plugins that might conflict (like StylusInput and Modeling Tools).
  • Updated my NVIDIA Studio drivers and checked that my Windows SDK is up to date.
  • Reset my DefaultEngine.ini file to defaults.
  • Verified I have enough SSD space.

My system is an i3-12100F with an RTX 3060. Since the project works fine in 5.6.1, I suspect there might be a compatibility issue with the new Chaos/Geometry system in 5.8, but I'm not sure how to debug this further.

Has anyone dealt with this specifically when upgrading to 5.8? Is there a better "upgrade path" or a way to bypass this plugin initialization to get the project open?

Any help or advice would be a lifesaver. Thanks a lot!

UPDATE: SOLVED!

Hey everyone, thanks to those who chimed in! The issue has been completely resolved, and it turns out the culprit had nothing to do with Unreal Engine 5.8 itself, nor my project files or shaders.

Following advice to attach a debugger and investigate the freeze, here is the exact diagnostic process and how it was fixed:

  1. The Diagnostic Process: When the engine froze at 73%, I noticed the CPU usage dropped completely to 0%. This was a clear sign of a native Deadlock, meaning a thread was indefinitely waiting for a locked resource.
  2. Finding the Root Cause: I used Microsoft's Process Explorer to inspect the thread stack of the frozen UnrealEditor.exe. The main thread was caught in a classic Windows Loader Lock Deadlock (FreeLibrary -> RtlAcquireSRWLockExclusive).
  3. The Culprit: By opening the loaded DLLs view (Ctrl+D) in Process Explorer, I found an external file called WinTab32.dll injected into the Unreal process. This DLL belongs to the VEIKK Graphics Tablet Driver. During initialization, the tablet driver was performing a synchronous hardware scan while holding onto the OS loader lock, which permanently blocked UE 5.8's internal module loader from advancing past the GeometryCollectionPlugin.
  4. The Resolution: I went to C:\Windows\System32\, located WinTab32.dll, and temporarily renamed it to WinTab32.dll.bak. I launched the editor again, and it booted up perfectly in seconds! After that, I completely updated my VEIKK tablet drivers to the absolute latest version, and the conflict is now gone.

If anyone else with a drawing tablet or pen display runs into a weird, sudden 73%/74% launch freeze with 0% CPU on UE 5.8, definitely check for third-party driver DLL injection conflicts in your system logs! Hope this helps other indie devs down the road.

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u/AkatInteractive — 11 days ago