GLOWCOMA - a story of a Bulgarian FPS
summary
A Bulgarian singleplayer FPS built in Unreal Engine 4 sets a short first episode at about 45 minutes inside a modeled Vratsa with quests, doors, items and an elevator escape ending. Development spans roughly three years as a hobby, using Unreal Store assets and custom models, selling on Steam but short and sometimes torrented. Notable systems: enemies with procedural creature morphs and limb dismemberment that change behavior, swimming AI, a scripted boss encounter, and a planned followup that expands to handcrafted open world and LOD workflows.
AI-written summary · about
chapters (14)
- 0:00Introduction to GLOWCOMA
- 1:07Game concept and first episode
- 3:59Gameplay mechanics and creatures
- 7:14Making games with minimal skills
- 8:19Boss battle and epic fights
- 10:26AI behavior and enemy interactions
- 12:373D modeling and asset creation
- 16:33Second episode development
- 20:19Asset workflow and texturing
- 23:14Time investment and future episodes
- 25:02Publishing on Steam process
- 26:50Scanning monuments and Bulgarian landmarks
- 27:32Targeting Bulgarian audience
- 28:57Q&A session
related talks
45mTips and Tricks on Developing an Open World Game
27mA Rewarding Journey
45mCreativity and roots
37mSpeeding up Game Logic in Unreal Engine
57mGameDev and Post Trauma
03mon the challenges of developing VR puzzlers
53mCONSCRIPT: 7 Years Solo in the Trenches
32mMaking Plugins for Game Engines as a Business
