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Ran out of room in the bio;
If you want to be the first to hear about playtesting peep the discord: discord.gg/F6bRFfEnvh
And if you want to reach out to me directly the best way is [email protected]
Gotta be careful with this thing if you don’t want to have to lug your night vision camera around!
(Lights are breakable on hard mode)
And a look at how it handles in game with both ammo types.
Very late game missable weapon or unlockable bonus item, not sure, but this is the typa shit I’m on either way
Once I get playtesting started again I’ll finish it up and add it in!
Just remembered this WIP for a new weapon I started a little bit ago for the game.
Want to have a bunch of unlockable weapons in the final game, maybe some kind of ng+ weapon randomizer or something
Not finishing it right now but probably some time soon and it’ll be in the demo
Just saw this on FB, woot woot let’s go Winnipeg!
Make sure you buy The Revanchist when it comes out so I can get out of this shithole 🙏🏻👌🏻😂
New settings menu is more or less finished. Needs lots of polish, touch ups, and sound but those’ll be coming later.
Once I finish getting it plugged in to the actual settings I’ll be rolling out the next round of playtesting!
Keep an eye out!
Extra extra! Check out the game with the Reddit Certified™ worst ui ever at
store.steampowered.com/app/3…
Gawk in awe and terror at the visual and cognitive torture of The Revanchist and its horrific menus! YOU DEFINITELY SHOULDn’t WISHLIST.
(I deleted Reddit)
Genuinely though. Even with how simple the visuals in my game are Scythe was a godsend for putting together levels, absolutely revolutionized my workflow.
Even in the now heinously outdated version I got a year ago (forget to update lol) I can build levels 3x faster than 3ds max
Redditors are genuinely mad over this menu, it’s actually fucking hilarious!
Love the game dev communities on X and YouTube, glad I became a part, but Reddit gamedevs truly are something special. Gonna ‘lose’ that password again soon 💁🏻♂️😂
No sound yet but interaction for the settings is all set up. Completely modular so I can change whatever at any point and reuse all the interactions, displays, etc.
What are we thinking on it so far?
Current progress on the settings menu. Doing this one 100% modular so all the controls, screens, etc can easily be changed or repurposed.
All this UI work has got me thinking.
HYPOTHETICALLY: if there were interactive pre-rendered puzzle activities in the game where you’re turning dials, pulling levers, changing parts, etc, what would your thoughts on that be..?
..hypothetically
New mockup. Still needs some adjustment to make sure everything's readable. What do we think so far?
(Early wip) I forgot to add a way to swap run/walk controls (very requested), will have to find somewhere to squeeze it in. Any other settings missing?
(Fov is not going to be an option, framerate’s staying at 30, there will be a separate NG+ menu for things like door skip)
In the process of putting together a new settings screen since the old one (pictured) suuuucks
I’m adding aspect ratio, brightness, and motion sickness mode. Probably going to split music / sfx volume too
Any other ideas for settings the new one should have?
Nothing fancy! Standard modeling/texturing process, then I setup a basic blueprint in unreal to toggle visibility of bits and manually step animations forward for rendering.
From there they get thrown into photoshop to crunch them down and played back as a flipbook!
Replying to @travinhdev
If you don't mind my asking, how did you model and render this? It's got a like stop motion OG Fallout talking head vibe to it that you don't really see anymore.



















