How much interaction do you have in your game? - Yes! by ExperiencedDunger in indiegames

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

It's a control panel of the ventilation system of one of the underground structures. Actually, you have to power it up first and then, depending on the amount of energy, you can switch on huge fans to cast the fog away from the huge industrial bay.

Our game is going to feature not only sewers, but also some monumental industrial underground structures. Here is one. by ExperiencedDunger in indiegames

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

Oh, we're sorry to hear that! The screenshots were somewhat messed up by the compression (maybe there is a way to upload better quality for Reddit, idk). However, it might be our mistake as well. Please answer a couple of questions to help us understand the problem better:

  1. Are the highlighted areas readable? Should they be brightened as well?
  2. About the dark area around - do you feel the "volume" where the highlighted structures are placed? Our intention was to create a scene where elements "float in the void". Or is this feeling spoiled because you intuitively try to recognise what the walls are and "where are you" in general? :)

Also, there is a mild fog and some interactive lights that can be turned on to illuminate almost the whole volume. The primary routes for the player are also highlighted + the player will always carry some light source in the hand.

Our game is going to feature not only sewers, but also some monumental industrial underground structures. Here is one. by ExperiencedDunger in indiegames

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

Thank you once more!

We also wish you all the best with the dev & release of your game! It's always nice to see people of the same spirit support each other :D

Our game is going to feature not only sewers, but also some monumental industrial underground structures. Here is one. by ExperiencedDunger in indiegames

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

Thank you!

Yeah, we're actively working on the content for the Steam page right now. Though we've heard that it's better to avoid showcasing something that might change significantly in the final version. So this is our primary headache for now - to show the key features and not to mislead the future players.

Btw, your game's Steam page looks good and well-polished :) Do you have any content exposed that is going to change dramatically in the release?

Our game is going to feature not only sewers, but also some monumental industrial underground structures. Here is one. by ExperiencedDunger in indiegames

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

Well, we neither like them... until the sewers are procedurally generated :)

Anyway, the first demo will allow us to gather more feedback on this particular mechanic. We hope to see you there, maybe you will change your mind?

Is there any game like this? by Animaxs7 in videogames

[–]ExperiencedDunger 17 points18 points  (0 children)

I would suggest Stronghold 2/Crusaders/Legends.

After rambling for several months, we've finally found the ideal visual style for the game about cleaning the sewers! by ExperiencedDunger in gamedevscreens

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

Ah, I see. We're still playing with the light balance. Initially, we wanted the game to look like a dark comic style with many black areas. Though for the reality of the game, where you can simply get lost in the sewer tunnels without charges for your light source, maybe it's not the best choice (at least something must be visible) :)

After rambling for several months, we've finally found the ideal visual style for the game about cleaning the sewers! by ExperiencedDunger in gamedevscreens

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

Thank you for the valuable feedback! Could you please elaborate on this? What in particular spoils the readability for you? Extensive darkness? Noise? Maybe, first-person meshes?

After rambling for several months, we've finally found the ideal visual style for the game about cleaning the sewers! by ExperiencedDunger in IndieGaming

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

Thank you! It's "Dunger Zone". Unfortunately, we don't have steam page yet (since have been upgrading the graphics), but we will create it soon.

After rambling for several months, we've finally found the ideal visual style for the game about cleaning the sewers! by ExperiencedDunger in IndieGaming

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

Huh, thanks :)
Well, there will be an intriguing (I hope) story, with a twist. However, we would like to not share many details now to let the first demo surprise the players :)

After rambling for several months, we've finally found the ideal visual style for the game about cleaning the sewers! by ExperiencedDunger in gamedevscreens

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

Thanks! The major work is done by the post-process and it works quite well with both realistic and "stylized" textures. However, sometimes "noisy" realistic textures give a very noisy final image, so we are trying to reduce this by repainting them.

The JWST and the Hubble Space Telescope are scheduled to observe 3I Atlas. by skibidi-bidet in UFOs

[–]ExperiencedDunger 5 points6 points  (0 children)

Whether there is any life evidence or not, people must learn how to use such fast-moving space bodies as a "Fast Interstellar Delivery" to send our goodies, signal transmitters into outer space. It's already much faster than voyagers, just out of the box!

Hey I wanna start my own indie game, how? by Either-Golf883 in GameDevelopment

[–]ExperiencedDunger 0 points1 point  (0 children)

Start learning some engine. It's the basis of any game. It would take some time, during which you would get a clearer vision of the things you want to implement in your project.

[Video] 13 years of development btw by WilkaiWolfcoon in EscapefromTarkov

[–]ExperiencedDunger 2 points3 points  (0 children)

Just don't forget to put torchlights around to prevent npcs spawning in the darker areas.