Ask anything thread
🕑 Added 2021-02-24 16:56:05 +0000 UTCHello patrons!
Here is a breakdown video. Ask any questions in the comment section
Comments
Resident Evil meets Half Life 2
So what kind of game is ILL? Like I know it’s FPS I see similarities from RE7 biohazard and a bit of inspiration from The Thing but like is this game Open world? Is it open levels like Resident Evil or is it Linear? I’m honestly confused and very intrigued lol.
And E X C E L L E N T sound design
Disgustingly delicious!
Hi there! :) I know I'm late to the party but first of all: I really love everything I've seen so far. You're an incredibly talented bunch and I'm really looking forward to that demo you were talking about. I also have a few technical questions: - are the animations and movements in those trailers fully scripted/keyed or are you also using procedural animations and physic bodies that simply react to the environment? - will you use UE5 for the development or stick to UE4? i think the performance boost in UE5 would be awesome and allow you to go even more crazy :) Thanks!
amazing
Manfred Knorr
That looks scary as hell! 👊
Dave Hunt
Looking awesome, fantastic fluidity in game sequences.
I really hope that you will succeed. Looks awesome!
no plans for coop now
Is it going to be single player or co -op game? I hope for co-op, it makes the game twice as exciting.
It's from software that goes with mockup suit Rokoko
2:08 what kind of software?
will check it out!
Bryan Cybershaman(X) Logie
Oh, yeah! Not sure if you've heard the sound design in the space sim Elite Dangerous, but their designer (I forget his/her name) is AMAZING. Those ships feel like they are going to sometimes shudder apart all around you. Especially when coming out of warp. I have some big hifi speakers set up in a 5.1 surround sound situation and flying down to a planet's surface is crazy. You can find videos of gameplay on YouTube. I highly recommend the non-commentary videos by Isinona. Fire up pretty much any one of his videos to get a taste of how terrifying flying in space can be. ;)
So true. I think why the experience with even older games like Amnesia still stay in my memory. Also Outlast. Putting on headphones and being immersed....the sound can terrify you way more than any jump scare technique.
Bryan Cybershaman(X) Logie
Since I'm not a 3D artist (although the process and techniques do fascinate/interest me), I have another question... Are you using a stock library of sounds in your videos or are you creating them from scratch? They sound pretty quality and "crunchy", if that makes any sense. Often bad sound design in a game, no matter how fun the gameplay is, will detract from the experience/immersion. There's nothing like a big gun, say, that goes "poot poot" when you shoot it instead of "ker-BOOM-fff! ka-chink!" or when something hits you it's "uh" instead of "Ah! *crunch*!" ;)
so cool! It`s amazing!
Maybe. But our main focus now is the game. Fuck tutorials =)
one rig. Its mostly bones scaling and swapping models
Prototyping stage
One of our main goals is to make active ragdoll physics that are very interesting to play with. Cross combat between AI-possibly
Oleg: I think when we make a demo, we will do something similar
Oleg: nope
Maybe. But no plans for that atm
Too soon to speculate about that. It's possible
This is the "cat rig" from 3D Max. Thanks
Будем балансировать экшен с хоррор эпизодами. Перезарядка будет переделана
It will be reworked. And yes, settings will allow you to tweak things
1. Four. More are joining pretty soon
we would love to make it
Looks awesome! I have two questions! 1. How many people are currently working on the project? 2. What is the inspiration behind the game?
It look massive guys. Will we get a console version ?
Thanks for sharing the wip. Im a huge fan of the style.
How did you manage the transformations/morphs of the rig in UE4? Do you just have one rig or multiple and switch according to what morph you're transforming in to? I never seen any complex animations such as these before, they look really great!
Porfirio Urena
Will you be releasing tutorials in the future? Even if it's through Gumroad I will buy them in a hearbeat!!
How far are you in development?
Looks promising!! I was wandering if there will be any companion AI in the game, or cross combat between the AI? Plus will the physics and combat most likely be equivalent to the hallway segment trailer? I love the gore and active ragdoll behavior, it was life like and ambitious! ;)
Players' movement will be redone. A flamethrower is cool shit, but with our plans for realism there will be a question why the house doesn't continue to burn. Will see
yes and 3dcoat
Oleg: 1. replacement of models and scaling of bones.Plus blendshapes. 2. for video clips, dynamic. For a video game, you need to use baked light and dynamic lighting together. 3. 3d max, 3d coat, zbrush, marmoset, substance, photoshop. 4. Yes we use rokoko. In general, it is good, but you have to edit a lot. Clean it
Thank you. Yes, we are aiming towards realism in everything. The monster concept will be rethought from the ground up
There will be more horror/atmospheric episodes for sure
The game is 7-8 hours if played fast, but it is too early to predict now
PC first. Big consoles are very likely
Oleg: For video clips, autoretopology, such as "quad remesher" or "3d coat autoretopology", is sufficient. For games you need to do it with your hands
1.We will expand the team
спойлер)
2-3 years
We are open for offers yes. The game is 7-8 hours if played fast, but it is too early to predict now
There will be melee. Neverhood beans action is possible
Its in development. The biggest thing that can happen now is funding the development for a few months
Our main goal is to work full-time on ILL. We hope we will secure the funding very soon
Hello, we have so many voice acting proposals actually. You can send your resume at contact at clout dot games
Any chance we’ll get to see a breakdown of environment asset creation and dismemberment technical breakdowns? That’s something I’d love to see more of.
Would you ever do an animation breakdown?
What is your ideal scope? Is this AA game like Mortal Shell 8-12 hours? Are you looking for investment?
Bingles Borkly
Will there be melee weapons? If so, please add a chainsaw. Also, more importantly, can we eat beans in game?
acdramon
Can I voice act in this?
Any news about gameplay demo?
Do you guys work full time or part time?
Rex Ma
Question: are you guys planing to make it available to play with VR? We haven't gotten any good VR horror game since resident evil 7...this world needs ILL in VR
You guys are only doing a story driven game, or will there also be other game modes; such as survival.
Casper Panduro Brenneche
I get a bit motion sick with how the shotgun moves around, would it be possible to have the option to disable those movements for when it becomes a game?
Toast
I just ask that you please take your time on this, it looks amazing so far!
Собственно хотел спросить такую штуку. Ваш шутер-хоррор пока сводится к боди-хоррору и лихим зачисткам комнат. *Так задумано или вы будете добиваться напряженной атмосферы и осторожных действий игрока? *Почему он перезаряжает обрез быстрее чем в Doom Eternal?
Frédérik Généreux
I'm curious about how your rigging is done... What are those rectangle boxes ? Capsules that can be better used in Unreal than standard bones ? (This is awesome btw great work now and always !!)
PPC's4Life!
The protagonist movement feels a stompy and sluggish to me. Any plans to smooth it out a little? Will there be a flamethrower the player can use?
substance painter?
Questions -- 1. How are you guys achieving the bodies splitting open? 2. What is your lighting approach in Engine. All dynamic? 3. What software are you using in the workflow besides Unreal? 4. Is the mocap done with Rokoko? If so how do you like it?
I am liking the implied balance between horror and action. The lack of action is one the biggest reason I steer away from survival horror genre. That being said the creature concept is visually stunning. I am curious though when the face splits and seems to form the lower mandibles do you plan to add in any type of teeth or other mechanic that would cause damage? I understand the spike structure that presents would definitely cause some damage. If my inference is accurate regarding the parasites I would assume they would need to eat in some form. Just curious as the fear of being eaten is definitely a primal fear that would be great to exploit with these creatures. I really like the AI you display with the creatures in human form using there environment to attack the protagonist. I really think that angle adds a lot of realism to the game. Bioshock did a really good job with this. If you lit someone on fire they would seek out water to extinguish themselves etc. This type of AI adds a whole other layer of dynamic to the already scary as hell environment you have created. Keep up the great work, I am so excited!
Действие игры развернётся в Калаче? )
Cass Miller
How do you see the balance of horror and action going? Right now, I gotta say, it looks phenomenal, giving off Dead Space and Manhunt vibes to me.
Cass Miller
Any idea on what the total length of the game will be?
Cass Miller
Oh boy, so many questions! What platforms are you aiming to release on (PC, PS5, Xbox Series, etc.)?
martin åberg
Great stuff, fun to see as always. Ive just got a general question for Oleg: do you retopologize your meshes by hand or have you found a good work-around to solve retopology when it is needed?
Rsnrth281078
I just hope that this game won’t like 2077. Still have time to make the game more perfect
I have two questions: 1. With investment, do you plan to develop the team to a greater number? 2. Will there be screamers? XD
Que jogo massa ,não vejo a hora de jogar
Откуда взялись паразиты ?
how swag
When is an expected release date?