Загрузка видео...
Не удалось загрузить видео
Smart loading, zero immersion break. In Lobo: The Howl Within, I’m using narrow passage mechanics to stream levels seamlessly in and out—no loading screens, just smooth exploration. #GameDev #UnrealEngine5 #IndieDev #LoboGame #UE5 #SoloDev #LevelDesign
187,433 просмотров • 1 год назад •via X (Twitter)
Комментарии: 10

It's a great effect but very heavily used in games. Kinda rage when I get tonsuch squeeze-thru areas.

I wouldn't abuse it, in God of War Ragnork they have you running by ages in the Realm between Realms until the level is loaded, for bigger levels I would use a loading screen, the animation trick is just for a 2-3 second loading level…

It's a cool tool, but I do kind of feel like it's overused. At a certain point they end up feeling like more awkward loading screens. Depends on a lot of greater context around the game design though.

I agree but the idea is the concept, just replace the animation for something else, it can be removing a fallen tree from a path, opening a stuck door, moving the camera to certain spot… your world and story will provide tons of opportunities to do something similar…

Oh, please no. I'd rather have a door that I have to wait for an unlock animation and pull open or something similar.

What’s valuable is the concept, just replace the animation for something else, it can be removing a fallen tree from a path, opening a stuck door, moving the camera to certain spot… your world and story will provide tons of opportunities to do something similar…

No matter how you handle streaming people would find something to complain about in the replies. I'd much rather watch a brief squeeze-through scene than a hard cut to a black loading screen. It looks great, keep it up👍

Thanks! Yes, I totally agree 😉🙏

what is it that you dislike about loading screens? I kinda actually prefer them to the wall shimmy since it's either a) too slow, b) lackluster

This is why ps5 introduced SSD - to get rid of this shitty passages
