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Melee Mode - Third Execution Skill for Dual-Blade Weapon (Based on Weapon Transformation Feature) #gamedev #gamedevs #IndieGameDev #indiegame #Steam #madewithunity

28,144 Aufrufe • vor 2 Jahren •via X (Twitter)

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GM everyone! Now is definitely the best time to get involved with Decimated, $DIO and the Magic Eden 🪄 collection! Here's what we are working on: Missions & New Features Proximity voice chat Squad system faction territory capture system revival, repair, hacking & level progression world narration and narrated missions (lore/story building) bounty mission system (on team killers and VIP targets) rescue captives mission cannibal raider NPCs with melee attack desert tribe NPCs with more unique weapons/vehicles NPC bosses with unique heavy weapons & rare loot vehicle physics improvements more weather effects, day/night settings upgraded versions of existing mission types (kill, scout, loot, race & deliver) random loot/NPC spawner logic (to randomize placement) NFT Collection gating leaderboard rewards to NFT holders only leaderboard multipliers & staking bonuses highlighting random traits periodically to encourage trading Telegram Mini-app A retro16 bit style shooter user accounts/rewards are also on decimated website Decimated is set to receive major improvements in visual effects, animations, and optimization, including bullet hit effects, ambient sounds, and enhanced vehicle gameplay. Combat enhancements will introduce melee attacks for both players and enemies, weapon effect variations, and improved sniper mechanics. Multiplayer features will expand with a Squad System, incorporating squad voice and text chat, as well as proximity voice chat. The revival system will include new animations and medical mechanics. Player progression is also being introduced with talents, skills, and feats, alongside faction-based and narrative missions. Vehicles will see gameplay and sound refinements, new mechanics for repairing, refueling, and damaging players/NPCs, and a shooting-from-vehicles feature. A boss mech with new art and animations is also being integrated. The Playfab system is being refactored, and a Steam-only version with Steampay is planned. Other technical updates include Unreal Engine 5.5 migration, EOS Analytics integration, anti-cheat measures, async loading, and bug-tracking tools. Additionally, quality-of-life improvements will introduce a trading system, helper popups, item highlighting, day-night cycles, improved camera behavior, corpse persistence, and environmental elements like sandstorms.

DECIMATED - Official

1,313,701 Aufrufe • vor 1 Jahr

PREVIEW: I was invited to a press preview of Assassin’s Creed Black Flag Resynced in Paris, back in April, as I previously mentioned, and I played ~3 hours🚀 Here are my impressions: 🎞️Visuals & Performance: being a remake, the visuals are quite well upgraded, making the most of modern tech and the beauty of the setting, creating a breathtaking atmosphere ✅Stunning environment ✅Dreamy natural beauty & grounded world ✅Photorealistic character models ✅Smooth animations ✅Sharp resolution ✅Runs at 60fps 🕹️Gameplay & Upgrades: The game is a faithful remake, with new gameplay systems, along with enhancements to the original formula ✅New gameplay systems ✅Faithfulness is the main priority ✅Enhanced parkour (still faithful) ✅Manual jumps and side ejects ✅Seamless exploration of cities ✅Zip-lines added ✅Dynamic weather ✅Brand new content expanding narrative ✅Quests with new secrets ✅Original modern day replace with rifts ✅Rifts explore “what if” scenarios ✅6 hours of extra gameplay ✅3 new recruitable officers ✅New storylines for the new officers ✅New chapter to play as Robert Mena ✅Extended endings for iconic characters ✅Hideout side quests ✅New collectibles ✅Forts modernized with new content ✅New voice lines for activities ✅New islands with rewarding secrets ✅New world moments ✅New content for the hideout ✅History of the villa explored ✅Heated shots new naval weapon in seq 3 ✅Explosive fire barrels w/wider effect ✅Swivel gun can now be manually aimed ✅Rebuilt combat system rewarding to skill ✅No skill trees, all unlocks from the start ✅Enemies now have defense meter ✅Meter is depleted with a perfect parry ✅New perfect parry depends on weapon ✅Heavy strike (high damage/wide area) ✅Shove to wall/ground > new take downs ✅Stealth inspired by Shadows ✅Crouch option added ✅Visibility affected by day/night & weather ✅Whistle/breaking things blow your cover ✅Rope dart unlocks in sequence 3 ✅Ambient dialogue leads to new quests ✅Raise and lower your hood option The new enhancements make the game far more entertaining compared to the original, except for one controversial change of bit having Hidden Blade combat, except in stealth assassinations/take downs Everything else effectively elevates the original design and makes gameplay either feel just as good, or more refined 🧬Changes: with this remake comes a few elements that were removed from the original, which may upset some players ✅Menus have been revamped and they don’t feature the DNA sequence tracker ✅Difficulty can be tailored with much more detail from the menu ✅Switch between and choose your favorite Sea Shanties to be performed by your crew ✅No hidden blade combat. The Hidden Blade is mainly used for stealth take-downs ✅No present day segments. I was informed that it will be replaced with new moments that explore Edward’s past with his wife, along with some “what if” scenarios like Edward siding with the Templars, for example, likely related to Juno’s involvement in the original narrative 📜Thoughts: While the demo I played featured only a portion of the map, Resynced has potential to replace the original as the definitive experience of Edward Kenway’s story I also wasn’t able to experience any of Rifts that replace the modern day, so for me, as a fan of the series’ lore and present day since 2007, the absence of a traditional modern day is the only let down that prevents me from fully replacing the original with it, as present day and sci-do elements are the DNA of the franchise and what makes it stand out It would also be great if mission replay is added later, a feature the OG had by default, like its predecessors That said, everything else very much elevated what was in the original, which made going back to replay it show how dated it feels by comparison I look forward to the final game, and to see future games inherit this formula of a defined protagonist, focused progression and no RPG elements😎

Rino🚀

21,098 Aufrufe • vor 3 Monaten

My Lost Soul Aside Impressions: I’m playing on the PS5 Pro in performance mode with a VRR display, and I’m very satisfied with the performance. For me, the image looks sharp and the gameplay runs very smooth with 60fps. Even during big boss fights, I haven’t noticed any significant drops. Claims that the game runs at 20fps are absolute nonsense. I wouldn’t recommend quality mode, as the missing frames per second and the input delay are a major disadvantage, especially with such fast-paced gameplay. Visually, I’d say the game looks very good, but not outstanding. Environmental details are sometimes not fully polished, and the facial animations could be better. On the other hand, the characters are incredibly detailed, which I really enjoyed. The combat animations are absolutely fantastic, and the choreographed fight cutscenes are brilliant. Boss fights are simply phenomenal and I loved every second of them. The whole experience feels like a mix of Final Fantasy and Devil May Cry. Bosses also come with certain mechanics you have to trigger, which adds depth. The soundtrack has impressed me so far, mixing rock tracks with softer melodies that really bring the fantasy world to life. However, the audio mixing between cutscenes and gameplay is sometimes off and should be fixed. The game is very linear, which I personally find refreshing and not a negative at all. The map reminds me of Final Fantasy X, with some side paths that hide chests or items. Puzzles are simple but help break things up. Larger areas are often rather empty though, and exploration can feel unrewarding when all you find is “+7 gold.” The story so far is quite predictable. I didn’t enjoy the English voice acting and switched to the Chinese original, which feels much better. I also made some adjustments to improve my experience: in the sound menu, I boosted the weapon effects and increased the music volume. In combat, I found there’s too much chatter and subtitles are distracting, so I turned them off completely. The game is challenging, and I’d definitely consider it demanding. There are no difficulty options, but if you die often enough, you’ll get amulets that make the gameplay noticeably easier. Now, onto the clear highlight of the game: the combat system. My goodness, it’s amazing. The chaining of attacks and overall complexity are simply brilliant. It’s an endless fireworks display of effects, and for me the wait was truly worth it. At first, combat might seem simple, but as you progress you unlock new weapons with their own skill trees, special attacks that can be upgraded, new combo actions, and the ability to switch weapons instantly in battle to chain them into even more combos. Different weapons can also interact with the environment and trigger special effects. It’s just genius. Another fantastic feature is weapon customization. You can freely change the appearance of your weapons, as every weapon can take on the look of another. You can also adjust details in real time, resize parts, reposition them, and all changes are applied instantly without requiring resources. Even better, these customizations carry over into cutscenes. When you move to the next level, the camera zooms out and shows your characters in a charming overworld view, similar to Expedition 33. A really nice touch. So far, I’ve been enjoying the game immensely, and I simply couldn’t put it down. If you’re expecting a combo-based combat system, you definitely won’t be disappointed in my opinion. The linear level design felt incredibly refreshing, and it genuinely transported me back to the PS2 era, always leaving me with a warm feeling in my heart.

GermanStrands

105,473 Aufrufe • vor 1 Jahr

Emerging from Silence: A New Dawn After a two-year period of silence, the team behind Anthrometa emerges to announce significant advancements. Our focus has been on refining our vision, and now, we're prepared to unveil our strategic direction. 🕹️We're giving away 0.5 $ETH and 100 $ICP RT, like, and tag a friend for your chance to win ! Community Governance with DAO Central to our transformation is the establishment of a Decentralized Autonomous Organization (#DAO). This structure ensures that each member of our community has a say in Anthrometa's governance, embodying our commitment to collective wisdom and shared governance. Multichain Integration with $ICP and $ETH Our project has expanded to become multichain, integrating with the Internet Computer Protocol ($ICP) and Ethereum ($ETH). This choice was made due to #ICP's exceptional infrastructure, allowing for smart contracts to operate at web speed with heightened security. Gameplay 3.0 with Unreal Engine 5.5 and AI At the heart of our gameplay lies the utilization of #UE5, the most advanced technology for creating immersive universes. This engine powers our environment with unparalleled visual fidelity and dynamic interaction capabilities. Anthrometa : The Advanced Agent Furthermore, we are pioneering the integration of artificial intelligence to form an advanced Agent named Anthrometa. This #AI-driven entity will adapt and learn from player interactions, providing personalized experiences and evolving the game world in real-time, thus blurring the lines between player and game narrative. We aim to tap into the gaming market, which is expected to reach a valuation of over $300 billion by 2027, positioning Anthrometa alongside giants like Axie Infinity and Decentraland. Introducing THE METATRIBES: REBORN REBORN's battle royale mode departs from the conventional, eschewing modern firearms like those found in #Fortnite or #CallofDuty. Instead, players will engage in combat using ancestral weapons, focusing on authentic, melee-based encounters. The gameplay emphasizes strategic positioning, tactical thinking, and mastery of ancient combat techniques, making every battle a test of wits and skill rather than just firepower. This approach invites players into a realm where strategy reigns supreme, and every fight is a dance of survival and cunning. If you read this, you are early Join us in shaping a future where technology and community converge. Your support has been invaluable during our silence, and now, with renewed purpose, #Anthrometa returns. Don't miss our update on December 4th; follow, turn on notifications, and engage to be part of it.

The Metatribes : Reborn

12,202 Aufrufe • vor 1 Jahr

ChatGPT-Image-2.0 × Seedance 2.0 アクション系ゲーム 作り方: Step 1:ChatGPT-Image-2.0で画面を生成 Prompt ➕ image Generate a Boss battle screenshot inspired by (game or movie name). Third-person perspective. The protagonist is the character from reference image 1. The protagonist’s name is (Name1), and the weapon is (Weapon1). The Boss is the character from reference image 2. The Boss’s name is (Name2), and the weapon is (Weapon2). 💡お好みのゲームジャンルに置き換えることができ、参考画像をもとにキャラクターやボスのビジュアルを設定できます。 Step 2:Seedance 2.0で動画化 Prompt Share 121 Cinematic Action-adventure game boss battle scene, Sekiro-style combat, single continuous shot, fast-paced with intense impact. A white rabbit adventurer stands at the center of a shattered ancient stone battlefield. Opposite stands a tall fox, dressed in flowing Eastern robes and wearing a dark mask, exuding an oppressive aura. It holds a long whip that sways slowly through the air. The battle erupts instantly. The fox dashes forward at high speed, its whip slicing through the air with sharp, explosive cracks. The rabbit precisely blocks with the frying pan, sparks bursting at the moment of impact. They enter a high-frequency exchange—continuous blocks, deflections, and pressure—forming a classic ARPG-style “posture combat” rhythm. Camera language: low-angle tracking, rapid forward movement, slight handheld shake on impact, with strong motion blur on the whip swings. The fox unleashes chained attack combinations: sweeping whip strikes, upward lash attacks, and long-range pulling strikes to control distance. The rabbit side-steps, rolls, and counters at close range, striking rapidly with the frying pan in tight melee. Mid-battle, everything suddenly pauses. The wind intensifies, sand spirals upward, and the atmosphere compresses dramatically. The fox leaps backward to create distance. Its body begins to emit a white glow—the ultimate move activates. Transformation begins—the fox rapidly expands, transforming into a massive white spirit fox. Its fur flows like misty clouds, its enormous body covering the entire battlefield, radiating overwhelming pressure. The camera pulls back, revealing the vast difference in scale. The giant fox raises its front paw and slams it down toward the rabbit with devastating force. At the moment of impact—shockwaves spread outward, the ground violently shatters, and sand explodes across the frame. Final shot: the rabbit is engulfed beneath the shadow of the massive fox’s paw. On screen, bold red calligraphic characters appear: “落命” Tips 自分のキャラクターや好みに応じて、ボスの必殺技を調整することができます。 made in Hailuo AI (MiniMax)

KANA|東京AI映像

91,676 Aufrufe • vor 4 Monaten

A cinematic warrior rises against impossible odds. Experience powerful action and stunning visuals with Seedance 2.5 by ImagineArt . Dynamic choreography, cinematic motion, and immersive visuals, all brought to life with Seedance 2.5. Prompt : @[Image1](image-0442b9e3-3e54-49fa-95ab-1dd25868733f) HYPERSONIC SONÍDO — SPACE-SPLITTING KATANA 15 SECONDS | 16:9 | SEEDANCE 2.5 STYLE Ultra-photorealistic live-action AAA Hollywood samurai action, cinematic fantasy realism, ARRI Alexa 65, anamorphic lens, 8K HDR, PBR materials, realistic human anatomy, physically detailed environment, dramatic volumetric lighting, high-contrast cinematic grading. Extreme hypersonic energy with controlled visual clarity. No anime/game-CGI appearance. CHARACTER LOCK Use image1 as the ONLY character reference. STRICT FACE LOCK: preserve exact facial structure, eyes, nose, jawline, skin tone, hairstyle, body proportions and clothing design throughout. Identity never changes. ONE character, ONE katana only. Katana remains physically connected to the character and saya stays at the hip until drawn. No transformation, duplication or weapon morphing. ACTION PHYSICS Supernatural Sonído-level movement: near-instant acceleration, air-stepping, gravity-direction changes and explosive directional changes. Every physical interaction must have visible cause-and-effect: foot impact → compression → shockwave → debris; blade contact → spatial distortion → delayed rift. Use 3–5 dense, solid glowing afterimages at major direction changes; afterimages briefly hold human form, then fracture into spatial glass shards. Environment reacts dynamically to speed. CAMERA One continuous cinematic take, no hard cuts. Camera movement is motivated by the action: aggressive whip-pans, low tracking, orbital pursuit, barrel-roll and rapid push/pull. Extreme angles but smooth and readable. Keep the character's face and katana blade sharp whenever visible. Background and peripheral movement become directional streaks. Dynamic FOV: wide during acceleration, tighter during impact. Controlled camera shake only on major impacts. SPEED RAMP Use precise ramping rather than constant slow motion. ULTRA FAST: 1000% during traversal and directional movement. IMPACT MOMENT: 5–10% for only 0.1s at critical blade/foot contact. Immediately return to 1000% acceleration. No unnecessary slow motion. Speed changes must visibly enhance the perception of distance, acceleration and impact. 15-SECOND ACTION 0–3s — SONÍDO BURST Character holds completely still for 0.1s. Instant acceleration creates a circular dust-pressure explosion. Vanishes and reappears above Enemy 1, stomping downward. 0.1s impact slow-motion reveals compressed air and a radial shockwave. Immediately launches to Enemy 2, delivers one ultra-fast katana slash, then rebounds from Enemy 3's shoulder. Solid afterimages remain at each transition. Camera performs an extreme but smooth whip-pan. 3–6s — AIR STEPPING Character launches upward, then steps on empty air. Each airborne step visibly compresses the atmosphere into circular distortion ripples. Changes gravity direction mid-air without losing momentum. Dives downward, strikes an enemy's raised blade, rebounds upward, rotates 360° and performs a rapid multi-target slash through four enemies. Camera barrel-rolls with the rotation while maintaining readable subject orientation. 6–9s — AFTERIMAGE SWARM Character accelerates around the enemy group in a hypersonic circular path. Five solid afterimages materialize around the real character. Six attack positions converge simultaneously from different directions. Every katana strike creates a delayed cyan-white spatial rift that remains suspended for a moment before sealing. 0.1s slow-motion at simultaneous impact, then immediate explosive acceleration. Enemies disintegrate into light particles and spatial shards, never blood.

Zar⭕on

17,934 Aufrufe • vor 3 Tagen

Facial Reconstruction of a woman from Khuzestan, Iran The prehistoric site of Chega Sofla, also referred to as Tol-e Chiga Payini, Tol-e Chiga Domeni, and Chogha Sofla, is located on the Zeydun plain, south of the provincial city of Behbahan in southeastern Khuzestan, near the northern shores of the Persian Gulf. Based on archaeomagnetic dating and relative stratigraphy, the site is dated between 4200 and 3800 BC. The woman, about 25 years old, referred to as "Khatun" by archeologists, was buried alone, deliberately positioned between two large collective graves. Her burial included an unusually rich assemblage of objects, marking her as a high-status individual. Among these, a nearly 60 cm long copper blade, composed of ~97% copper. Due to the softness of pure copper, the weapon was interpreted as symbolic rather than functional for combat, representing one of the earliest known examples of its kind. Other notable objects in her burial include: Copper artifacts: vessels, tools, and weapons. Gold-plated items and beads: a copper basin with traces of gold plating and a small gold ornament placed near her head. These are among the earliest known gold objects from Iranian prehistory, predating comparable finds from Turkmenistan and Tepe Bojg. Marble weight: a heavy perforated marble object weighing approximately 7.2 kg, likely intended for suspension. Positioned in front of her head, it may have symbolized economic control or authority within standardized systems. Deliberate skull modification: observed not only in Khatun’s grave but also in several others (BG1.11, BG1.12, BG1.18, BG1.20, BG1.28, BG1.29, BG1.30), potentially signaling elite status or group affiliation. Collectively, these features suggest that Khatun’s burial was deliberately designed to emphasize her elevated social position. Nearby burials of other prominent women also contained rich grave goods, though none matched her level of elaboration. Bioarchaeological evidence indicates no substantial differences between men and women in diet or health, suggesting broadly equal daily living conditions. Consequently, the variation in burial treatment and grave goods is more plausibly linked to social, symbolic, or political distinctions rather than biological factors. Taken together, these findings point to the emergence of an elite female social class, with Khatun likely occupying the highest position. Such women may have exercised political, economic, or symbolic authority within their communities, challenging the assumption that power in prehistoric chiefdoms of southeastern Iran was exclusively male. (Abbas Moghaddam, 2025) Reconstruction commissioned by 𒁍𒊑 𒋗𒊑𒌍 Buri Šoreš 𓄂❤️☀️💚

Ancestral Whispers

43,691 Aufrufe • vor 8 Monaten

🌟 Fortnite Ecosystem v41.00 Update Summary 📅 June 5, 2026 🎮 Major Creator Updates: 1️⃣ Sidekicks as NPCs in UEFN Sidekicks are now available as scriptable NPCs in UEFN. Creators can customize how they look, animate them, script behavior with Verse, and even bring a player’s own Sidekick into an island experience. Important note: 🔹 Publishing islands with Sidekick NPCs opens July 23 🔹 Creature based islands may get new Discover opportunities 🔹 Great for monster battlers, cozy farming games, creature RPGs, companion adventures, and more 🔹 Epic plans to feature creature-based islands in a new creature-based Collection page 2️⃣ Custom Weapon Templates Creators can now use Scene Graph weapon templates for: 🔸 Pistol 🔸 SMG 🔸 Assault Rifle 🔸 Shotgun You can customize how weapons look, sound, and play, including mesh, VFX, audio, damage, fire rate, spread, and recoil. Important note: These Scene Graph entities are not compatible with older saving methods like the Save Point device. Epic says to use Verse persistence. 3️⃣ Mobile Controls Upgrade (Experimental) Big step for mobile friendly Fortnite games. 🔹 Touch Input Gestures 🔹 Custom touchscreen control layouts 🔹 Tappable custom HUD widgets 🔹 Verse API to detect touch enabled devices 🔹 New Designing for Mobile guide This should help genres like tycoons, puzzle games, menus, inventories, and mobile first UI feel way better. 4️⃣ Community Events Starting June 8, creators can create events in Fortnite Communities and share them in game. Events can show in: 🔸 Following tab 🔸 Creator Profile page 🔸 Island page 🔸 Island Lobby, if enabled Epic is also testing a Community Events row in Discover, but it will not show for all players and placement is not guaranteed. 🛠 UEFN Workflow Updates: 🔸 Push Changes now incrementally cooks only modified project parts 🔸 New Edit List Panel shows what is live and what still needs a push 🔸 Launch Session now combines multiple session actions 🔸 New Session Inspector gives better visibility into launch and Live Edit status 🔸 New Publishing Report helps catch issues before publishing 🔸 Improved Verse warning panel with direct VS Code links 🔸 New Editor Gizmo System 🔸 Physics setting moved into Island Settings 🔸 New Memory Snapshot tools help identify asset memory costs 🔸 Asset validation now warns when static meshes exceed 30k vertices at LOD0 Important Live Edit note: Live Edit is improved, but some changes can still require Push Changes. The new tools make it clearer what is already live and what still needs to be pushed. ⚠️ Important Publishing Change: Illegal Property Override warnings are now errors in v41.00. That means new or updated islands with these errors are blocked from publishing. Current published versions where the warning appeared will stay live. 👤 Follow a Developer Update: In v41.10, Epic will remove the Follow a Developer button from the Developer Profile Link device. The device itself will still be usable, and existing follower counts are not affected. If your island currently tells players to follow you through that device, update those callouts before v41.10. 🧑‍🚀 Hero Device Star Wars Update: More Star Wars characters have been added to the Hero device for Star Wars islands: 🔹 Luke Skywalker 🔹 Obi-Wan Kenobi 🔹 Mace Windu 🔹 Kylo Ren 🔹 IG-11 🔹 Moff Gideon 🔹 Boba Fett 🔹 Mandalorian (Pen & Ink), Clone Wars Anakin, and Clone Wars Ahsoka were also added to cosmetic-based devices 📦 New Content: 🌾 Cozy and Creature Tools 🔸 Plumpton Architecture Kit 🔸 Plumpton Farm Gallery 🔸 Pet Props Gallery 🔸 Updated foliage 🔸 Plumpton Feature Example ☕ New Prefabs and Galleries 🔹 Latte Landing Prop Gallery 🔹 Latte Landing Bun Store 🔹 Latte Landing Big Shots Cafe 🔹 Latte Landing Krunchy Krickets 🔹 Latte Landing Espresso Experiments 🔹 Latte Landing floors, walls, and roofs 🔹 More Plumpton props, plants, farm, pet shop, tavern, farmhouse, and more 🔫 New Weapons and Items: Weapons: 🔸 Vanguard Burst Rifle 🔸 The Voidblade’s Burst Rifle 🔸 Extending Focus Shotgun 🔸 Reacher Extending Shotgun 🔸 Chaos Exploder Rifle 🔸 Dark Voyager’s Chaos Rifle 🔸 Exotic Overdrive Pulse Rifle 🔸 Exotic Recon Bow 🔸 Exotic Leaping Lightning Gun Items: 🔹 Seven Sliders 🔹 Limitless Seven Sliders 🔹 Brick-a-Bunker 🏃 Player Movement Device Update: More movement settings are now available directly in the Player Movement device, giving creators better control over which players are affected. Includes: 🔸 Jump Fatigue 🔸 Slide Kick 🔸 Shoulder Bashing 🔸 Wall Kick 🔸 Roll Landing 🔸 Glider Redeploy 🔸 Player Flight 🔸 Flight Speed 🔸 Infinite Wall Kicks 🔸 Sprint and boosted jump energy costs 🧪 Experimental and Beta Updates: 🔹 Skeletal Animation in Scene Graph is now experimental 🔹 Physics remains Beta 🔹 Mobile touch controls and gesture support are experimental 🔹 Skeletal Animation in Scene Graph cannot be used in published islands yet 🛠 Community Bug Fixes: 🔸 Fixed server degradation from adding and removing entities 🔸 Fixed some Physics Materials not being exposed 🔸 Fixed some session launch cook errors 🔸 Fixed Fortnite not closing properly after launching a session through UEFN 🔸 Fixed crashes after repeated entity spawning and despawning 🔧 More Fixes: 🔹 Fixed quickbar and phone tool freezes 🔹 Fixed thumbnail capture preview actor issues 🔹 Fixed building on Instanced Static Meshes 🔹 Fixed Live Edit visual update issues 🔹 Fixed several editor crashes and performance issues 🔹 Fixed inventory UI not showing Fortnite item info correctly 🔹 Fixed multiple physics, movement, swimming, gliding, and launch pad issues 🔹 Fixed Scene Graph prefab and Verse path issues

Immature

15,577 Aufrufe • vor 3 Monaten

The countdown to chaos begins. GPT Image 2 + Seedance 2.0 on Thank You AI prompt Use [Image 1](image_1)only as the layout, shot-order, camera, staging, screen direction, pacing, and spatial continuity reference. Treat every storyboard panel as an individual shot. Ignore storyboard drawing style, simplified anatomy, panel text, headers, borders, annotations, scribbles, malformed props, duplicate silhouettes, stray marks, icons, and effect sketches. Use @[Image 3](image_3) only for Character 1's final appearance, face, body proportions, long wavy blonde hair, black long coat, gloves, wardrobe materials, and overall likeness. Use @[Image 2](image_2)only for Character 2's final appearance, face, body proportions, short hair, dark hoodie, wrist device, multi-barrel handgun, wardrobe materials, and overall likeness. Create a photorealistic 15-second cinematic Hollywood action trailer with seamless continuity, maintaining exactly two lead characters throughout every shot. CHARACTER LOCK • C1: Female whip duelist only. Uses only a glowing crimson energy whip attached to her hand. • C2: Male gunner only. Uses only a blue wrist holographic device and a futuristic multi-barrel handgun. • Never merge identities. • Never duplicate either character. • Never introduce additional heroes. • Background pedestrians, guests, taxis and vehicles remain simplified environmental extras only. VISUAL STYLE Ultra photorealistic. Bright daytime. Gritty cyberpunk realism. Wet reflective New York streets. Orange construction barriers. Yellow taxis. Steam rising from manholes. Glass skyscrapers reflecting sunlight. Modern luxury glass building with a red carpet entrance. Purple architectural accent lighting. Hollywood blockbuster cinematography. Natural motion blur. Volumetric smoke. Practical explosions. Lens flares. Realistic debris. High-speed tracking. Large-scale cinematic lighting. 4K feature-film realism. Maintain consistent geography from the street battle into the red-carpet location. SHOT SEQUENCE SHOT 1 Street-level camera positioned behind C1 on wet reflective asphalt. Steam rises from a nearby manhole. C1 plants her feet and swings the crimson energy whip low across the pavement, generating a bright red whip trail that lashes sideways while the city reflects in the wet road. SHOT 2 Wide tracking shot. C1 launches into the air over an exploding yellow taxi. Fire and debris erupt behind her as the crimson whip forms a long glowing arc through the bright daytime skyline. SHOT 3 Extreme floor-level insert. Close on C1's boot striking wet pavement while the whip tip cracks the asphalt, sending sparks, shattered concrete and glowing fragments outward. SHOT 4 Low tracking shot beside C2 sprinting directly toward camera through drifting smoke. His glowing blue wrist device illuminates one raised arm while debris flies behind him. SHOT 5 Close-medium shot. C2 extends his arm forward. A bright cyan holographic grid rapidly projects from the wrist device, expanding outward while taxis and skyscrapers remain visible in the background. SHOT 6 Extreme close-up. C2 draws a futuristic multi-barrel handgun. The weapon fires its first brilliant blue energy shot, producing an intense muzzle flash with cinematic lens flare. SHOT 7 Bird's-eye overhead shot. Street geometry clearly visible below. C1's crimson whip trail and C2's blue muzzle fire cross dramatically through opposite corners of the frame while both characters remain small at opposite edges. SHOT 8 Slow-motion tilted action shot. C2 vaults over an exploding taxi as blue muzzle flashes continue beneath him. Fireballs, smoke and debris scatter realistically through the air. SHOT 9 Hard cinematic location transition. Wide establishing shot outside a luxurious modern glass building. Bright daylight continues. A pristine red carpet stretches toward the entrance. Elegant guests stand watching. C1 and C2 occupy opposite ends of the carpet. No weapons active. No energy effects visible. SHOT 10 Close two-shot. C1 and C2 stand only an arm's length apart on the carpet. Absolute stillness. Silent confrontation. Controlled breathing. Intense eye contact. Purple architectural lighting reflects softly on the glass facade. SHOT 11 Medium shot. C2 slowly raises one hand and pulls his hood over his head while already turning three-quarters away from C1 toward the entrance. C1 remains perfectly still behind him. SHOT 12 Maintain identical framing and geography from Shot 11. C2 calmly walks toward the building entrance as guests subtly turn to watch. C1 stays motionless at the edge of frame, silently observing his departure. Hold on the unresolved tension before fading to black. CAMERA STYLE Aggressive cinematic tracking. Steadicam. Drone overhead. Ground-level perspectives. Extreme close-ups. Wide establishing shots. Smooth transitions. Natural handheld energy during action. Controlled locked-off framing during the red-carpet sequence. ACTION STYLE Fast. Powerful. Readable silhouettes. Fluid stunt choreography. Heavy environmental interaction. Convincing physics. No exaggerated anime motion. Grounded Hollywood realism. COLOR PALETTE Bright daylight. Warm sunlight. Wet asphalt reflections. Crimson energy whip. Brilliant blue muzzle flashes. Cyan holographic projections. Orange construction barriers. Yellow taxis. Black wardrobe. Red carpet. Purple entrance lighting. Natural skin tones. AUDIO Large cinematic orchestral hybrid score. Driving trailer percussion. Deep sub-bass impacts. Powerful whip cracks. Explosive booms. Metal and glass debris. Blue energy weapon blasts. Holographic interface tones. Crowd ambience fading into near silence at the red carpet. The final moments become quiet, tense and emotionally restrained before ending with a dramatic cinematic trailer hit.

Sharon Riley

43,583 Aufrufe • vor 2 Monaten

Recently did an interview with the lead developer of Knight's Path on the title's future release and the state of the industry. The Western AAA gaming industry has shifted its focus away from its core audience, favoring products for smaller, less engaged demographics. This shift has led to a noticeable disconnect between large publishers and their traditional fan base. This has, however, created an environment for indies to thrive. They can prioritize authenticity and community, crafting games that resonate with their players and that is exactly the case with Knight's Path. In December of 2023, Knights Path: The Tournament was released to Very Positive reviews on Steam. It is a short medieval RPG featuring challenging combat, an immersive progression system, and a nice little story. It served as an announcement, a combat concept demo, and a teaser for the forthcoming open-world RPG Knight's Path, which is currently in active development. I asked what their plans were regarding the scope of the full release. While you might get the impression that Knight's Path is an arena fighting game, that’s not the case with the full release. "Knight's Path will be a proper open-world, story-driven RPG. Of course, as a small indie team, we’re keeping the scope modest. The open world will be compact but dense, featuring one town, one village, castle ruins, forests, valleys, and other areas to explore." Many gamers would agree it is better to have a limited number of fully fleshed-out areas than to present a gigantic, empty world. This has been a major criticism levied towards recent releases like Pokémon Scarlet and Violet and even modern Assassins Creed, which tends to rely on repetitive gameplay loops scattered across an overly large map, which can feel more like busywork than meaningful exploration. I have always believed that quality over quantity is the best way to go. The team has also made this a priority with things such as the story and weapon types. "We plan to include three main weapon types: longsword, sword and shield, and bows. These will feature the full progression system seen in the demo, with skill levels such as Novice, Adept, Expert, and Master. Players will need to learn individual skills from different trainers to progress. In addition, we’re introducing secondary weapons like spears, halberds, and other polearms. These won’t have RPG-style progression but will still offer variety in combat." Regarding the story, they plan to be bold and strive to create a 16-28 hour-long main campaign. "The story will be divided into four chapters, with each chapter offering around 4–7 hours of gameplay. As in the demo, the player character begins as a nobody, slowly learning how to wield a sword and eventually becoming a knight. However, the progression will be much more realistic than in the demo, where the peasant hilariously transformed into a champion in just four days." This is a far cry from many games that are released nowadays. In just 2024 alone at a glance, the AA release Flintlock: The Siege of Dawn provided an average of 8 hours of content, Princess Peach: Showtime at 10 hours, Silent Hill 2 Remake at 15, and even the GOTY winner Astrobot holds an average playtime of 10 hours. A major issue within the industry is the way we are treated by the people who only have jobs because of our favorite hobby. In 2024 the gaming industry is forecasted to generate $208.7 BILLION dollars, up from 5.4% in 2023. Compare that to Hollywood, which is a measly $12.3 billion. The gaming industry employs 727,000 individuals in the United States alone. So, you'd think these people would have a little bit of respect for gamers, though so many who are vocal on social media show nothing but contempt for us. Perhaps this is because of fear if they do not show loyalty to a cause or "fit in" that they may not secure funding or genuinely believe in what they preach, but the team behind Knight's Path isn't worried about that. "We are independent developers, and we plan to stay independent so we can stay true to our vision. Knight's Path is a game made by gamers for gamers. We’re prioritizing fun gameplay above all, and we firmly believe this is exactly what gamers want." I also raised some questions about their big plans moving forward. In the demo, one of the major criticisms I had was with the voice acting. I had guessed it was done via AI, which was confirmed. "You guessed correctly– the voice acting in the demo was done by AI, and it was probably the loudest critique we received, and we totally understand why! Back then, we didn’t have much of a choice, but for the full game, we don’t plan to use any AI voices. Luckily, after the demo release, many voice actors reached out to us, volunteering to lend their voices to the full game. We absolutely plan to answer their call and give them that opportunity." AI can be a useful tool, especially for developers starting out who can't commit a lot of money to voice acting or just want to see a version of the product that's closer to what they envision the full release to be, but going from that to real voice actors will bump the experience to the next level. I myself played the demo in its entirety and really enjoyed my time with it! I thought the game was reminiscent of Gothic 2 and even The Witcher. I was happily surprised when I didn't encounter any bugs or glitches and while some areas have not been fleshed out like the voice acting, I would recommend putting the game on your wishlist to see what this team does in the future when they finally deliver their updated demo and the eventual full release of the game.

Vara Dark

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