I built a Silent Hill-inspired horror game on my own. If you have 20 minutes, I’d love your feedback on the Steam Playtest!
▲ 49 r/GameDevUa+4 crossposts

I built a Silent Hill-inspired horror game on my own. If you have 20 minutes, I’d love your feedback on the Steam Playtest!

So, it's been 3 months since I started developing my game. On my own. I wanted to nail a certain vibe, isolation, anxiety, creepy-eerie atmosphere. Kinda like silent hill series. And so here I am - demo version of my game is almost ready. Now I just need to polish and reconsider some decisions. And I need your help!

Game Title: Red Lake
Playable Link (Request Playtest): https://store.steampowered.com/app/4867910/Red_Lake/
Platform: Windows (mac + linux soon to be added)
Description: A psychological horror with no interface to guide you. The forest watches you — so watch it back. Use your notebook to document impossible objects, then descend into the Red Lake. Each time you return, something has changed.
Free to Play Status: Free playtest.
Involvement: Solo-dev.

u/Odd-Pie7133 — 1 day ago

[RUST] Написав функцію, що з логу відразу робить послідовну анімації камери для своєї гри.

Я роблю психологічний хоррор, і мені потрібна була анімація, як гравець прокидається на підлозі та встає.

Написав дуже просту систему з кейфреймами, де вони інтерполюються по smoothstep та воно мутує позицію, крен, рискання та схил.

Ну і от замість того, щоб вручну прописувати кожен кейфрейм - написав функцію, що парсить лог з параметрами по регуляркам та автоматично ставить кейфрейми.

Досить зручно вийшло :) (воркфлоу - в грі ставлю себе в потрібні позиції, натискаю F1 та отримую лог).

u/Odd-Pie7133 — 6 days ago

Покращив інтерфейс блокнота. -вайб +читаємість. Перші 2 скріни як було, далі 2 - як стало.

Я спочатку думав, що якщо я таким рукописом власноруч помалюю текст, буде прекрасно та +вайб. Але я згодом зрозумів, що ідея херня, та переробив текст. Також, я на текстуру папіру додав такі "штампи". Що скажете?

u/Odd-Pie7133 — 9 days ago
▲ 42 r/GameDevUa+2 crossposts

Ви обертаєтесь, і бачите це за своєю спиною. Ваша реакція?

Роблю психологічний хоррор Red Lake. Це з'являється у гравця за спиною, і я змушую його обернутися - а там оце.

u/Odd-Pie7133 — 13 days ago
▲ 5 r/IndieDev+1 crossposts

Is it true, that Unity games have a "certain" look? Here's my game's screenshots.

I noticed, that a lot of people talk about a certain look in Unity games. Like it has a distinctive lighting and tint, plasticky look, that is unlike other engines.

Screenshots from my game are edited using "backrooms" filter, though it is a custom engine on Rust :)

My game's link - https://store.steampowered.com/app/4867910/

u/Odd-Pie7133 — 14 days ago

Do you have an editor in your engine?

Why I'm asking is - because I don't. I use blender as my "editor". All unique values and components are parsed as custom properties from blender, and a name convention is a huge thing too. Like for example suffix _template tells my engine "use this mesh for {name}_instance nodes), and _instance tells that its an instance.

And recently I introduced strict typesystem for the nodes inside glb files. So, instead of string comparison and search I can use my compile time type system for meshes and stuff.

Do you think an editor is essential?

reddit.com
u/Odd-Pie7133 — 20 days ago
▲ 25 r/GameDevUa+1 crossposts

Українізація пройшла успішно. Але такого напису, нажаль, не буде..(

Технічно я просто підміняю меш на інший залежно від мови по побітовій масці. Чесно переключати текстури це був би гемор, оскільки я власний рушій роблю. Тому такий "костиль". Хе.

u/Odd-Pie7133 — 22 days ago

Чи достатьно зрозуміло, що це стежка пелюсток? Та пішли б ви за ними?

В мене чорна кімната-коробка, не дуже велика. Туман чорний, та нічого вдалині не побачиш. Ви бачите тільки пелюстки на полу — ви б пішли за ними?

Психологічний Горор Red Lake - https://store.steampowered.com/app/4867910/Red_Lake

u/Odd-Pie7133 — 23 days ago
▲ 6 r/IndieHorrorGaming+1 crossposts

Do you like the atmosphere?

I'm building a psychological horror game, Red Lake (on Steam), and wonder - does this reflect emotions of isolation and eeriness? Thank you!

u/Odd-Pie7133 — 23 days ago

How does this scene look to you? What do you think I should add in terms of environment to make it more eerie?

Hello everyone! I'm making a psychological horror game - Red Lake -, and this scene in the screenshot is like the "final" of the demo. Do you think the lighting looks good?
You fall here after reaching the lake's bottom. I want to create a sense of isolation and creepiness, and I'm thinking - what can I add to reflect this?
I'm thinking - make some kind of a maze using barbed wire fences, but that seems very generic.
Also, the walls will be covered in dust that falls off when approached - revealing some things and the wall itself. The exit will be under some layer, just a tight corridor.

u/Odd-Pie7133 — 24 days ago
▲ 47 r/rust_gamedev+2 crossposts

Replaced two stringly-typed subsystems in my custom Rust engine with compile-time codegen.

I'm building Red Lake, a psychological horror game on top of a Rust/wgpu engine I wrote from scratch (no Bevy, no off-the-shelf ECS). While working on tooling, I ended up removing two recurring sources of boilerplate.

  1. #[derive(Component)] — automatic component registration.

Previously, adding a new component meant editing three different places: adding its storage to Scene, registering it, and making sure it was removed when an entity was destroyed. It was repetitive and easy to forget one of the steps.

Now my #[derive(Component)] proc macro handles all of that automatically. Scene owns a single Components container, which is populated through the inventory crate by iterating over every type that derives Component.

THE COMPONENT
#[derive(Component)]
pub struct Translate {
    target: TargetKind,
    speed: f32,
}

SCENE FIELD
pub struct Scene {
    pub components: Components,
}

ACCESS
scene.components.write::<Translate>().insert(meshid, translate);

The only thing required to add a new component now is 
#[derive(Component)].
  1. MeshName — asset names as an enum, generated from the packer's own TOC
    The engine ships assets baked into a custom .pak file, built by a packer binary that walks assets/, transcodes GLBs, and writes out a TOC + blob. Mesh names used to live in a handwritten table:

    pub const MESH_PATHS: &[(&str, &str)] = &[ ("boat", "meshes/boat.glb"), ("deer", "meshes/deer.glb"), // ~30 more, added by hand every time a new mesh landed ];

...and every call site looked like load_extra_meshes("baot", ...) - compiles fine, panics at runtime when the pak lookup misses.

The fix: the packer already knows the full mesh list - that's the actual source of truth, not a second-hand-maintained copy of it. Sobuild.rs, right after the pak is finalized, reads back just the TOC (a few hundred bytes, no decompression) and emits an enum into OUT_DIR.
Which is then pulled as:

#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)] 
pub enum MeshName { Boat, Deer, /* ... */ } 
impl MeshName { 
    pub const fn key(self) -> &'static str { /* "meshes/boat.glb" */ } 
    pub const fn stem(self) -> &'static str { /* "boat" */ } 
    pub const ALL: &'static [MeshName] = &[ /* every mesh */ ]; }

And I wrote a small macro for QOL:

macro_rules! meshname {
    ($($name:ident),* $(,)?) => { &[$(crate::scene::MeshName::$name),*] as &[crate::scene::MeshName] };
}

So now the call sites look like this:

let names_toload_init = 
meshname![
    Notebook,
    Onboard,
    FogCards,
];

INSTEAD OF THIS
let names_toload_init = &["notebook", "onboard", "fog_cards"];

Why bother?

  1. Type safety.
  2. Eliminates boilerplate.
  3. IDE autocomplete.
  4. Inability to make a typo in the mesh's name.

What do you think? The game's name - Red Lake.

u/Odd-Pie7133 — 24 days ago

Такі от діла. Thoughts?

Не буду розкривати, який це розробник, просто цікаво, що ви думаєте з цього приводу?

u/Odd-Pie7133 — 28 days ago

Реалізував глобальне освітлення на власному рушії (Rust + wgpu)

Роблю психологічний хоррор - Red Lake на Steam.

Перший скрін без GI, другий з. Пайплайн - рантайм запікання проб з сферичними гармоніками L1 в об'ємі, та зворотня трилінійна інтерполяція в шейдері освітлення. Запікання кожної проби - 0,34мс. Можна краще, але так достатньо.

Схоже на те як це працює в блендері 😁

u/Odd-Pie7133 — 1 month ago
▲ 22 r/rust_gamedev+2 crossposts

Made GI in my custom engine for my horror game. (Rust + wgpu)

First screenshot is with Global Illumination, second one is without.
Pipeline: Baked grid of Spherical Harmonics (SH) probes.

  1. At bake time, a 3D grid of probes is generated inside the volume. Each probe captures a cubemap and projects the raw radiance into L_0 and L_1 SH coefficients.
  2. Probe data is uploaded to GPU via a Storage Buffer (alongside a small Uniform Buffer for grid metadata).
  3. At runtime, the shader performs trilinear interpolation of the 8 surrounding probes, then evaluates the irradiance along the surface normal.

It's not ideal but that's a start ;)

u/Odd-Pie7133 — 1 month ago

Noir detective psychological horror in an abandoned town.

I got this insane idea - make a psychological horror, but a detective. How do your turn a detective into a horror genre? Research non-living objects.

So, a town consists only of mannequins. Constant rain, procedural sky with lightings, and the player goes around researching different mise-en-scènes, depicting what had happened based purely on environmental storytelling. The twist - mannequins move behind your back, and, they all have their own thoughts.

Another quirk - main hero imitates dialogue that might have taken place at a particular time. So, imagine someone going to the city of Pompeii and talking for the corpses. And another cool, I think, thing is - the VA is a male, and he would imitate female and children voices unnaturally, so, without no special effects - pure voice. That will create a strange uncanny cringy feeling. And the protagonist will slowly go mad.

What do you think? It's just an idea If my game Red Lake succeeds hehe, since I'm using my own engine I think it would turn out very interesting.

reddit.com
u/Odd-Pie7133 — 1 month ago

What's the best marketing tool for horror games except demos?

Hello! I've been developing a game "Red Lake" and recently published the prerelease on Steam. What's the best way to market your game before nextfest? I've opted in on October

reddit.com
u/Odd-Pie7133 — 1 month ago

What do you think of my game's trailer?

Been working on this for two days! What do you think? It's a surreal emergent psychological horror

u/Odd-Pie7133 — 2 months ago
▲ 88 r/GameDevUa+1 crossposts

Yo guys! What do you think of my trailer? Does it induce any emotion?

This is gonna be a surreal psychological game with a heavy emotional core.

u/Odd-Pie7133 — 2 months ago