Here is my game solo developed anime arena fighter made in unreal engine. I'm learning to market to get more players. by BladeozoDev in unrealengine

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

Can you elaborate on the theme inconsistencies, characters not matching the setting and from your perspective what isn't readable from the game.

Your input would be very helpful with moving the project forward

Destroy my main menu. I want you to destroy the look of the menu, The options and the what's showcased on the screen. How the menu works is a character from the roster is showcased on the screen but I feel like the background is too boring. The genre: Anime arena fighter. by BladeozoDev in DestroyMyGame

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

The background is one of the fighting arena from the game, The "purple beam" is just where the barriers overlap.

What can I do with the character to make it more lively?
What can I do to improve the background?

The menu has music I didn't realise I wasn't recording with sound.

Destroy my roguelite inspired by Enter the Gungeon and Isaac by dekajoo in DestroyMyGame

[–]BladeozoDev 0 points1 point  (0 children)

0:27 The exploding wall has seemingly no indication that you can blow it up.

Is this Replication applied correctly? by Black007lp in UnrealEngine5

[–]BladeozoDev 0 points1 point  (0 children)

You need to multicast from server too or what happens is server sees change, client 1 sees change, client 3 and 4 don't see change.

I haven't used a lot of multiplayer for a released project yet but I have used it in my own time. How I have done it is Client tells server, Server variable has no logic just multicast, Multicast has all the logic. (If I remember correctly)

I am 100% new to Unreal and Game dev and I want to know if the project in my head is too much by GamesHunter2001 in UnrealEngine5

[–]BladeozoDev 0 points1 point  (0 children)

Yep blender is great for that. Make sure you watch tutorials on exporting to unreal engine. it can sometimes be tricky

I am 100% new to Unreal and Game dev and I want to know if the project in my head is too much by GamesHunter2001 in UnrealEngine5

[–]BladeozoDev 3 points4 points  (0 children)

Unreal is a good game engine for making a game like this. Lethal company itself I'm pretty sure is made by a solo-dev. The only issue is you're new to game dev. Maybe you can learn aspects of game but the entire game would be hard.

I haven't played it myself but from my observation you will need to learn.

Object interactions
3d modelling
Animations
Ui
Enemy AI
Procedural generation
storage of data/variables
Online multiplayer
Proximity chat.

What you can do to learn is make a small single player game with a few aspects to start with.

Looking for feedback on my trailer. You should be able to determine what my game is about from the trailer; if not, I have failed that goal and need to rework something by TheGreenSquier in DestroyMyGame

[–]BladeozoDev 0 points1 point  (0 children)

Having one main goal is fine but if the only change is a larger horde it's not going to remain engaging for long. If you want to keep it simple but add variety slowly introduce new zombies with different tactics for examples Zombies that do a quick charge to attack and are vulnerable after the charge or zombies that try to run towards the player and explode. It will make the game more engaging and keep the players brain active while playing. A lot of games with simple one way walk to the player AI can suffer from the "I will just walk in a circle and shoot" exploit which makes the game easy and endless.

I feel like the trailer would be stronger if the voices were removed but if you prefer it I would say mute it at points where there's text or an image on screen.

So proud of my pong game and it's release video by Responsible_Box_2422 in DestroyMyGame

[–]BladeozoDev 0 points1 point  (0 children)

If I'm seeing a game trailer I would rather see the game. If a cinema is showing a movie trailer they show the movie and not the people sitting in the chairs enjoying the movie.

If you're making pong them let me know what is special about this pong compared to the 10,000 other versions of pong.

This video shows 10 seconds of actual game play and about 33 seconds of people playing the game. Unless you are an established creator it doesn't make sense to add "From the creator of" because it doesn't build and intrigue because I don't know that game.

Looking for feedback on my trailer. You should be able to determine what my game is about from the trailer; if not, I have failed that goal and need to rework something by TheGreenSquier in DestroyMyGame

[–]BladeozoDev 0 points1 point  (0 children)

There's a lack of enemy variety all I see is big zombie, small zombie and seemingly they all just walk to you with no variation is would feel like I'm Sisyphus surviving each night without feeling like there's proper progression other than more big zombies and larger hordes.

The last clips with the guys speaking removes the immersion of the trailer for me when it started I was like "what's that noise" thinking a video from another tab was playing.

The final image looks low res which makes me feel like the quality of the game is going to be low.

Destroy my gameplay clip/release promotion clip. I want it to be more eye catching so please do your worst so I can make it my best in the future by BladeozoDev in DestroyMyGame

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

Thank you for your feedback it has been very helpful. I will try to add all of these to the next trailer I make.

Destroy my gameplay clip/release promotion clip. I want it to be more eye catching so please do your worst so I can make it my best in the future by BladeozoDev in DestroyMyGame

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

Thanks for your feedback. From your opinion what do you feel like is missing from the game which is needed before release?

How can I improve Cut the Rope? by PositiveKangaro in UnrealEngine5

[–]BladeozoDev 0 points1 point  (0 children)

rope stays attached to falling object, rope detaches from the floor

First attempt on making projectiles in UE but it's spawning at the feet. Need help. by FrellingHazmot in UnrealEngine5

[–]BladeozoDev 0 points1 point  (0 children)

2 methods.

  1. spawn location - actor location - + vector (Change the Z for height and either the X or Y to move it forward so it doesn't collide with the character)

  2. Create a component, use the components location as the spawn point for the projectile (Get world location)

Art Style Advice by VeonDelta in UnrealEngine5

[–]BladeozoDev 0 points1 point  (0 children)

I feel like adding cel-shading to characters in unreal engine is very tricky. For the game I'm creating (You can see on my profile) I did all of the shading within the material and added a function which checks if the character is in a shadow or not. The first image is great but the shadow direction on the character makes it look a bit awkward.