Welcome to Snailpace Games

Because it was one of my biggest childhood dreams to create a game, let's just do it and develop a Farmsim x Adventure game. How one person became a few and how I started without any experience I would like to share with you here!

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Sun Oct 27 2024
Talk

Now we can really get started!

So now I had completed my little test and even faster than I had expected. I was full of euphoria, of course, the whole thing was graphically a patchwork from the Epic Marketplace. But I was primarily interested in the functions that I needed for a prototype. I didn't want to tackle assets until I had something halfway solid. So now I had my little list and thought about how I should proceed. I took the "features" and researched which plug-ins or packages were already available and looked at them in detail. In addition, I put some YouTube tutorials on the topics on my "must view" list and.... Have started the project all over again. I thought about some structures, for example for items / inventory, and implemented the whole thing, including the first rudimentary UIs. When I had finished these functions after about 3 weeks, I asked myself an important question: Do I want to have a multiplayer mode in the game? I really took my time with this question, discussed it with Annabell and we came to the conclusion. If the game ends up being fun, it would be great to play it with friends or a partner, wouldn't it? So I did some more research and talked to other people who had experience. That's how I came to the Unreal Source Discord channel. I am incredibly grateful for the patience the people there have shown me. It's a great community! In the end, I had lots of question marks, tons of new links to learn and basically had to rethink everything and start from scratch. Another 3 weeks later, however, I had a working multiplayer mode for the prototypes. It doesn't feel perfect, but I was able to maintain new items relatively easily, create plants with different attributes and then use them in the game. There were a few things that didn't feel quite right to me so far (in terms of maintaining the blueprints) and could also be problematic for the scaling of the project, so I took another look at the Unreal Source Discord. This evening was meaningful for me because I met Michael Pattison there. He has his own YouTube channel and Discord and how can I put it … his videos made it "click" in so many places in my head.  After a few conversations, discussions and input on his Discord channel, I decided to throw pretty much everything overboard again. The result, the "code" / blueprints became much clearer, the systems much more modular, at the same time some new functions were created such as the boxes, which are already placeable. It was starting to feel really cool and smooth. Time to deal with assets and the graphic part a bit more, but I'll do that in the next post and there's a little story about how I was scammed by a "senior 3D artist" -.-   Progress: We use "Ultra Dynamic Sky" for day and night changes and the weather Originally, the item system was based on datatables and structs, but we have replaced these with UObject-based systems. This makes accessing objects much easier and is super flexible, I love working with UObjects In general, we have converted many systems to UObjects and are much more flexible as a result, the blueprints have been significantly expanded We have learned a lot about hierarchies and casts, which has enabled us to optimize a lot of things that would otherwise have definitely become a problem later in the development process We purchased a library of sounds to get some feedback We created a few effects for the Niagara system, as we all know you eat with your eyes   Best regardsKevin -------------------- By the way, here you can find a list of links about Unreal Engine, Blender which helped me a lot: https://snailpacegames.com/links

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Mon Dec 23 2024
ConceptTalk

Year-end closing: What a journey!

Hey everyone! The year is slowly drawing to a close and all we can say is: it was exciting, intense and brought us all a lot of new experiences. Today, we would like to give you a brief review and also venture a small preview of what's in store for next year. What have we achieved? Unreal Engine GAS: We have started to implement the Game Ability System. This lays the foundation for a versatile and flexible combat system. First tests and prototyping: Ranged Combat: We're currently trying out a few ideas for ranged combat mechanics - and it's already really fun! New gameplay element: We're combining farming and adventure into one exciting feature. We think it's pretty cool – we hope you do too! Animations: The first work on character animations has started. A big step towards bringing our game to life. What's next on the agenda? Combat system based on the GAS: We want to further develop the combat system and finally fine-tune it. Migration of the tool system: Our tool feature should also be integrated into the GAS so that it fits seamlessly into the flow of the game. Battle system tests: We will soon be starting initial tests with „normal“ opponents – and yes, even with the first boss fights! Advanced animations: We want to make the combat system even more dynamic with new animations. Thanks to our great team and supporters It has been (and still is) a damn exciting journey and we would like to thank everyone who has been with us. A special thanks goes to Michael and his Discord group, Bogdan for the animations and tireless support, Carlos for our first character and Steven Melin for the first soundtrack song and sound effects. We are working hard to bring you a playable demo with all relevant gameplay features by 2025. The goal is in sight, and we're really looking forward to showing you more of the game soon! Have a great end to the year everyone! See you soon! —Your team from Eriduna (or as our project will soon be called…)

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Wed Oct 23 2024
Talk

The "Eriduna" project, how it all began

Even as a young boy, I wanted to develop my own game. It was one of my biggest dreams. But somehow it never worked out - either there wasn't enough time or I just didn't have enough experience. I've already started two or three projects, but each time I got lost in the details without a clear concept. Oh yes, and with a good dash of youthful green madness. In May 2024, this dream came up again. And this time I knew: if I don't do it now, I probably never will. I've had an idea in my head for almost ten years: a cool mix of Harvest Moon and Zelda – the SNES versions, it's not innovative, but I'd really enjoy it and I'd love to play it in a 3D version. These games completely enthralled me as a little rascal. So I set myself a kind of test to find out whether the project was even remotely realistic. I gave myself two weeks to work out a few very rudimentary functions: Day and night changes (with counters for seasons and years) Floating weather A grid-based placement system (for fields, plants and objects) A simple combat system A simple item system And a basic save system By the way, we are using the Unreal Engine to implement the project. I had already tested a little with Unity and also with the Unreal Engine in the past and I personally get on better with it.   So I sat down, watched tutorials, customized it to my needs – and did it! After just one week! You can't imagine how proud I was. Even though I realized that it would probably all end up in the garbage can again. At the time, I didn't know that I would repeat the whole thing twice more. I wanted to take you along on my or our adventure. Maybe our project can arouse your interest, we look forward to exchanging ideas in the Discord. And no, the name is not final. I'll tell you why that is later. Stay tuned!  Kevin, Snailpace Games

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