Why are there so many similar creatures in folklore all around the world?
They are all from a world outside our own, connecting places all over.
In The Axis Unseen, you can find and hunt these creatures from folklore. #wishlistwednesday
I'm making this game as a solo indie developer using Unreal Engine 5 after 14 years at Bethesda Game Studios where I worked on games like Fallout 3, Skyrim, Fallout 4, Fallout 76 and Starfield.
A lot of people ask me why I left to be a solo indie dev after 14 years at Bethesda working on games like Fallout 3, Skyrim, Fallout 4, Fallout 76 and Starfield.
There's a lot of reasons why, so I figured I'd do a little thread on it. 🧵
Fallout 3, Skyrim and Fallout 4 all won a ton of GOTYs. Each time I made one of those games I tried my best to make it the best possible game it could be.
For instance, from Fallout 3->Skyrim->Fallout 4 I worked with people like @JoelBurgess to make levels far more unique.
So while some people would love to work on TES6 or Fallout 5, I made my best version of the Elder Scrolls and Fallout. I spent about a decade of my life on the Fallout franchise alone.
Can it be done better? Maybe. But I'd rather leave that up to someone else.
Game development is full of hacks and tricks to get things to work. A lot of people know about the "train ride that is actually a helmet" trick, but another one is the explosion of the mansion in Point Lookout.
It is a total hack and also the most confusing thing ever.(thread)
In Point Lookout, the mansion explodes, but we had no way to toggle distant things off. Distant buildings and trees were all just one static set.
So what to do? It needs to explode and go away and we can't have the mansion suddenly show up when you walk further away...
The only remotely similar tech was the explosion tech used for Megaton. For that you could see a distant nuke going off.
So what's the solution? Make the mansion ITSELF an "explosion". How does that make any sense you might be wondering... Well read on.
So, I have a story about the Skyrim Intro and how hard game development is.
That intro is famous now, but back then, it was just that one thing that we had to keep working and working on forever. I lost track of how many times I've seen that cart ride. Easily hundreds. (thread)
See the issue with that cart ride is that it's not just a cart on rails. That cart is physically simulated. Why you ask? Good question.
So anyways, this meant that all kinds of things would cause the cart to start to freak out and fly off the road.
Maybe the road was too bumpy. Maybe there was just a physics bug. Maybe somebody accidentally put a rock too close to the road. The cart had a path it wanted to follow, but that doesn't mean it was a path it COULD follow. Big difference. :)