

How it looks in blender VS my custom engine.
Kinda adds the vibe hehe.


Kinda adds the vibe hehe.
Been working on this for two days! What do you think? It's a surreal emergent psychological horror
This is gonna be a surreal psychological game with a heavy emotional core.
I've retopologized an anatomically accurate heart for my game. I'm gonna do extensive deformation on this heart. Is topology good?
Замість того щоб анімація програвалась по юніформу часу, вона програвається через фазу дистанції. Можна буде купу цікавого наробити так як воно працює зі скелетом 😋.
Також ото що пульсує, видає звук пульсації серця - теж залежить від відстані.
So, I used lsof to determine why my session became stale. I checked DMA-BUF descriptors, and here it is - Steam with a shit ton of them open. Any future-proof solution?
I'm just wondering whether my steam page resonates the vibe I want. Especially the trailer? I drew the art myself. And sorry if this is not appropriate for this sub!
The link - https://store.steampowered.com/app/4867910/
So, I'm making a horror game on my custom engine written in Rust+wgpu (winit).
I decided to test how my game runs on Proton through Steam. My system is Arch Linux + Hyprland.
Here is the Steam page if you want to check it out: https://store.steampowered.com/app/4867910/Red_Lake/
Long story short - it was bad on Proton 9.0-4. Keyboard events felt stuck, so at first I tried routing them as raw, not window events. Didn't help. Then, I looked into my EventLoop, but nothing came up.
Then, ironically, the clean-up manager deleted the XWayland socket because it was stale (uptime > 10d), and Steam's proton didn't work, and then Steam crashed lol.
So I tried launching it through my system's Proton GE, and suddenly that key-stickiness problem was gone. I figured out that Proton GE runs on Wine 10, where the Wayland events handling was fixed, but Proton 9.0-4 runs on Wine 9, where this issue was present.
So, I decided to show a warning to players running on Wine 9. That was interesting.
It was a struggle to get a general idea of what letters should look like. At first, I thought of making them in the form of trees, but that was just not practical. So I landed on this style.
Steam page - https://store.steampowered.com/app/4867910/Red_Lake/
If you wish to test it and tell me what you think, let me know!
You do need to reach the bottom of the lake, BUT before you can do that, you must find and reveal a certain number of anomalies in the world (those static objects with the white noise shader). You can track them by listening for the white noise sound in the forest. To know when you've found enough, look at the unfinished sketch on the 2nd page of the diary. It starts as a simple template (the first one being a circle), but each revealed anomaly draws a part of a face (left eye, right eye, then a smile). Once the face is complete, the lake will finally let you pass. Otherwise, if you try to dive too early, the lake's physics will actively reject you and write something into ur notebook.
Here's the link - https://www.newgrounds.com/portal/view/1035987
So, if you wish, you can playtest my game! There is little gameplay, but enough to get a grip of what shape it's gonna be in, and my direction for this game. Would be really much appreciated! Thanks.
Here's the link: https://dimavoinov.itch.io/red-lake
В мене гра з доволі спеціфічною механікою та геймплеєм, тому плейтест дуже потрібен. Як ви знаходите охочих людей?
--EDIT
ось посилання на гру, якщо хтось хоче потестити. Там мало геймплею, але достатьно щоб зрозуміти яка гра буде - https://dimavoinov.itch.io/red-lake
Дякую!
So, there are so-called anomalies across the map. They are covered in noise and emit a white noise sound. In order to reveal their shape, the player must open a notebook and note down the object. Eight words with a minimum of two characters are needed, and they must contain a vowel. That's the only constraint.
I -> won't work
hfhf -> won't work
aaa -> won't work
pap -> will work.
That's the only real constraint. What do you think of this concept? Would it be frustrating, and how do I *NATURALLY* present this to a player? Without any yellow paint bs. Currently, I have a drawing roughly explaining it, though not explicitly. Also, according to the lore, the player is sent to research an area, noting down everything he sees.