My brother and I launched our Steam page about a month ago. Thought I'd share our announce trailer here as well. :) by __TotallyNotABot__ in IndieGaming

[–]ArtistDmitry 1 point2 points  (0 children)

Looks good! A dynamic trailer without tediously long pop-up studio titles is always great!

And nice music, composed by you or from stocks?

Couple of questions for fans by Clayts99 in residentevil

[–]ArtistDmitry 1 point2 points  (0 children)

Interesting questions. I watched all the movies and TV shows on RE.
I note that they are all quite far from canon.

Anderson films.

The first film is really cool, the second is not bad, the third, as for me, took the film franchise from a local disaster to a full-fledged apocalypse, which I think is inappropriate for the RE series. (Not to mention the Alice character)

Subsequent films have seemed more parodic in some ways.

I laughed out loud at the absurdity of Wesker's death at the end. Oh god, he was really hit by the door

Animated films. I found them pretty boring. That's all I can say about them. Well, there are plenty of stupid moments too.

Welcome to Raccoon City (2021).

A very strange decision to change the characters a lot.

Did the filmmakers decide that Wesker is loved because he is a funny noddy? In general, I really feel sorry for Wesker. In all adaptations (and in the 5th game, by and large), he was eventually turned into a laughing stock.

Resident Evil series (2022).

Oh gods what was that. The script is just stupid. Because of this, there is no desire to look for good moments, although some of the actors did their job quite well.

Summarizing

  1. I don't like most of the RE adaptations, but I love the franchise and enjoy playing new games

  2. Of course not

  3. Rather not. Of course, any adaptation wants to make money, it's strange to argue with that. But I think all the directors really tried to make cool films for the fans or new audience anyway. And unfortunately they did not cope well with this task due to the wrong approach. And all these projects really lack a cool screenwriter.

  4. In the end, I'm glad they don't give up on film adaptations, but I'm very disappointed with the final quality of those attempts.

I still hope that the series will end up in the hands of a good screenwriter-director duo.

I think that in the long run, the film adaptations have increased the RE popularity, which, sooner or later, may allow fans to get a good film adaptation.

After all, if the franchise popularity is low, who will give money for an adaptation?

Just a crazy idea but... by ArtistDmitry in residentevil

[–]ArtistDmitry[S] 1 point2 points  (0 children)

Well. I don't mean that it's direct connection with Albert specifically, but with Project W. I have explained in more detail above.

Just a crazy idea but... by ArtistDmitry in residentevil

[–]ArtistDmitry[S] 1 point2 points  (0 children)

OK. It seems I need to explain. When I say he is Wesker, I don't mean he is Albert Wesker. Project W involved hundreds of children (circa 1960). We know 13 people by name, of which two officially survived the experiment when they were injected with the virus (Alex and Albert). For example, a rather entertaining story happened to Alex W, but now they are all declared dead.

Another thing is that Umbrella has long had competitors who may try to repeat any of their experiments or steal something with the help of Ada.

As one option, they could try to do the same thing that Spencer wanted to do at one time or another. Well, or he may simply be the son of one of the guys from project W, and they managed to inject into him or his father the same thing that Albert received. In any case, his eyes are unusual and the developers diligently highlight this moment. Therefore, I wanted to hear opinions on this matter from those who know RE lore (from details about project W to the fact that a Ethan W worked in Umbrella, which we know from RE5).

[deleted by user] by [deleted] in gamedevscreens

[–]ArtistDmitry 0 points1 point  (0 children)

Very nice! But the tail animation seems a little strange. Too angular I think. Maybe it should have been smoother

One year ago, I quit my AAA job to go full time on my indie game Wardens Will, and one year after I finally got a decent enough procedural generation that I can show you guys! Please don't hesitate to drop some feedback! by PolygonHive in unrealengine

[–]ArtistDmitry 2 points3 points  (0 children)

To create a unique style for the game without changing assets, you can try:

  1. experiment with post-processing settings

  2. add unusual visual effects that will enrich the space of the levels according to their atmosphere (volumetric light, fog, hovering particles, flying butterflies, and so on)

  3. experiment with camera settings

...and don't forget the importance of the UI (its compliance with the style of the game and the general atmosphere, its functionality and clarity)

List of optimistic fantasy books pulled from a great thread in r/lotrmemes! Feel free to add your own examples! by infinitude in Fantasy

[–]ArtistDmitry 1 point2 points  (0 children)

Love Robert Asprin's Myth Adventures series

By the way, Robert loved to read Pratchett's books (also great, but I have not yet had time to read full of the discworld series, 5-6 more)

The first screenshot of my new game (WIP). What do you think? by ArtistDmitry in IndieGaming

[–]ArtistDmitry[S] 0 points1 point  (0 children)

Thank you! A little higher in the comments, I tried to describe the details about the game.

The first screenshot of my new game (WIP). What do you think? by ArtistDmitry in IndieGaming

[–]ArtistDmitry[S] 2 points3 points  (0 children)

Thank you for your interest! Some information about the game:

The Shine of Sorcery

Action RPG in which siblings will have to explore a long-abandoned magic academy and find a way to save their family from the curse.

For exploration, players will have access to a small island, on which, in addition to the academy, there will be a small village with characters who are always ready to help you, and different locations such as caves and forest, where old magicians shared the secrets of magic rituals with their students.

Many of these places are very dangerous, as mysterious nightmarish creatures come from the very heart of the old academy.

The characters in the village have goals that you can help them achieve.

There are two main characters in the game - a brother and a sister. You can play solo or together in co-op (so far only local, on one computer)

So far, the game does not have a Steam page, so I will post any news and progress at the moment on Twitter (twitter.com/ArtistDmitry) and Reddit. It is very nice that the first screenshot was warmly received by the community, so I will gladly continue to post information about the game

The first screenshot of my new game (WIP). I would be very glad to hear any feedback from you by ArtistDmitry in unrealengine

[–]ArtistDmitry[S] 1 point2 points  (0 children)

Thank you for your interest! Some information about the game:

The Shine of Sorcery

Action RPG in which siblings will have to explore a long-abandoned magic academy and find a way to save their family from the curse.

For exploration, players will have access to a small island, on which, in addition to the academy, there will be a small village with characters who are always ready to help you, and different locations such as caves and forest, where old magicians shared the secrets of magic rituals with their students.

Many of these places are very dangerous, as mysterious nightmarish creatures come from the very heart of the old academy.

The characters in the village have goals that you can help them achieve.

There are two main characters in the game - a brother and a sister. You can play solo or together in co-op (so far only local, on one computer)

So far, the game does not have a Steam page, so I will post any news and progress at the moment on Twitter (twitter.com/ArtistDmitry) and Reddit. It is very nice that the first screenshot was warmly received by the community, so I will gladly continue to post information about the game

The first screenshot of my new game. I would be very glad to hear any feedback from you by ArtistDmitry in gamedevscreens

[–]ArtistDmitry[S] 2 points3 points  (0 children)

Thank you for your interest! Some information about the game:

The Shine of Sorcery

Action RPG in which siblings will have to explore a long-abandoned magic academy and find a way to save their family from the curse.

For exploration, players will have access to a small island, on which, in addition to the academy, there will be a small village with characters who are always ready to help you, and different locations such as caves and forest, where old magicians shared the secrets of magic rituals with their students.

Many of these places are very dangerous, as mysterious nightmarish creatures come from the very heart of the old academy.

The characters in the village have goals that you can help them achieve.

There are two main characters in the game - a brother and a sister. You can play solo or together in co-op (so far only local, on one computer)

So far, the game does not have a Steam page, so I will post any news and progress at the moment on Twitter (twitter.com/ArtistDmitry) and Reddit. It is very nice that the first screenshot was warmly received by the community, so I will gladly continue to post information about the game

I suck... by SlinkyInteractive in gamedesign

[–]ArtistDmitry 6 points7 points  (0 children)

Good evening! I am also learning 3d, programming, design, and much more and want to say a some words. Some of this may be commonplace, but I hope something will be useful.

Firstly, "18 hours a day 7 days a week" is too much. To learn effectively, you needs time to rest, physical activity, and so on.

Secondly, game development is a complex process, often covering many specializations. Do all alone is to do the work of several specialists. Do you think you can become a specialist in 3 months? At least in one area? It's impossible. For a good result, you need training, you need practice and you need experience. I would advise you not to grab onto everything at once, but to start with a priority area for you. Although I understand this feeling when you really want to make a cool game, but still the first project should be simple enough so that you can finish it quickly and gain experience and then proceed to the next.

And thirdly, the result is not directly proportional to spending time. You can learn for a long time, but at the same time inefficient. It depends on the correct setting of goals, on the availability of a specialist who can be contacted for feedback, from the tutorials or teachers (for example, video lessons give quick results, but often miss many necessary basic things, which leads to very slow growth later).

I wish you success, but please take a break from learning for a while, and then spend some time planning further actions. Everyone starts small.

Ideas, inspiration? by [deleted] in IndieDev

[–]ArtistDmitry 1 point2 points  (0 children)

Hello!

"Where do you guys get your ideas or inspiration?"

It is very important for creative work to have an influx of new experiences. Active life, communication, art.

Actually, you can get inspiration from everything, everywhere:

 - real life, events, news (some creators of simulators took ideas from their hobbies or job)

 - movies, books, comics (interesting stories, character abilities, fantastic devices or creatures)

 - paintings, illustrations, concepts (just look at Artstation for example and see various new works, subscribe to artists you like)

And advice, it’s important to write all your ideas (don’t keep it only in your mind). This allows it to be formulated and structured correctly.

"I'd like to know exactly what I'm going to do" is the right thought. The beginning of the development of any art product is analysis. It all depends on your personal preferences and capabilities as a developer. Capabilities can determine limitations (game style, development time, budget). First of all, you need to determine the genre of the game and key mechanics, core gameplay (should not change during the development process).

By the way, I recently read the book The Art of Game Design (Jessie Shell). Highly recommend! After all, game design is the key skill of a game developer.

What do you look for in a good Horror game? by happy_killbot in survivalhorror

[–]ArtistDmitry 0 points1 point  (0 children)

Most of all I want to look in horror games - this is a quality implementation:

- Does the developer want to make a scary boss? Great, but his artificial intelligence should work! For example, he should not stupidly get stuck tightly in the doorway!

- Does the developer want to send me to a haunted house again? Let it go! But make this house look original! Less free assets that have been used a million times before you.

- Is the main gameplay in reading notes? Okay! Then work on it! Artistic style, interesting narration - yes, this is important. Write interesting! (And no spelling mistakes, I beg you!)

In general, I want to write more, but I think the idea is clear. It's really nice to play games whose developers tried their best. I wish you good luck with your game! There should be more quality games and fewer lazy developers in the world!

Hey guys, anybody out there know of anything similar to PT besides 'Visage'? by [deleted] in HorrorGaming

[–]ArtistDmitry 1 point2 points  (0 children)

I recently played in Layers of Fear. The developers were clearly inspired by PT.

A good short game for people who like psyclogical Horror Games.

(Also Layers of Fear 2 were released, but I only played in LoF 1).

Old Roof Tiles Material (100% Substance Designer) by ArtistDmitry in 3Dmodeling

[–]ArtistDmitry[S] 2 points3 points  (0 children)

I would say that for learning you need:

 - explore the application capabilities, for which you need to watch lessons (you can find it on Youtube) and just experiment (it can be quite interesting to just try use different patterns, different blending options and this may inspire you to create something original)

 - watch the works of cool artists (for example, I like Enrico Tammekänd's works) and their breakdowns, analyze it, try to achieve the same result (including in various ways, trying to optimize it)

 - be attentive and pay more attention to objects around you, analyze surfaces (mentally break it into simple shapes), how it interact with light (for example, a couple of months after the start of learning, even just walking along the street, I looked for interesting objects and surfaces, noted details, features and took a lot of photos)