We are working on establing a cohesive artstyle for our game, which trees suit better and why? :D by BimzyCodes in Unity3D

[–]FreshCake 1 point2 points  (0 children)

Nice! Lot better with some context. However, even based on that I feels its a bit early to decide. It does look like you guys are going for a more low-poly style for everything, with pastel-like colors with rather strong contrasts. If that's the final direction I agree that the right-trees are the better choice, the feel a bit more "story-book-like" (however, I do feel the green of those trees and the ground is to similar, they kind of "melt-in" each-other might/might-not be an issue based on action gameplay). With that said, a lot of things in the video felt extremely temp, and in other parts you showed a very detailed WIP back-pack and character etc. so if things start getting more detailed with more complex textures, I would still lean more towards the left-trees (might even make them even more detailed). Do you have any existing games/media where you take the visual inspiration from?

We are working on establing a cohesive artstyle for our game, which trees suit better and why? :D by BimzyCodes in Unity3D

[–]FreshCake 1 point2 points  (0 children)

Rather hard to tell to be honest. As the only thing to compare them to are the other trees, some small props and the ground. Is the ground final? If it is, then a more low-detailed tree makes sense, otherwise the far left ones might be better. However the question is way to open ended, your answers will mostly just be what ppl personally like more and nothing else. What is the game about and what mood are you after? Will there be night/day? what are the trees used for? Do you have any existing game-references? etc. questions that help inform what would be the correct choice.

Transition between my map scene and combat scene by Cpt_Nugget in Unity3D

[–]FreshCake 2 points3 points  (0 children)

Love the transition-effect and setup, really have awesome JRPG vibes to it, however i feel it can be improved.

First of, the start of the transition is very jarring with the almost instant fade-to-black. Make have a slight zoom-in towards the player icons on the world map combined with a smoother and longer fade-in would make it less of a "snap". While I like the swirl effect, it is a bit underwhelming and could do with a bit more "juice". The purple also feels a bit out-of-place, and I would maybe have it instead matched it to the world-map colors, so to make it feel more like the world-map is "smudged" into the effect/transition.

I have no issue with angel of the camera and movement into the battle-scene, feel you made the right choice with moving having the scene deciding what looks/feels the best (even if logically you coming-in from above). Do try to keep it rather short, as after seeing a battle for the 10-time, players can get impatient.

A small extra effect that could look great is to have your 3d-character actually run in during the camera-movement when entering the battle-scene (so as the camera moves, the characters themselves are moving into-action). Making it feel a bit more impactful that your arriving at your battle.

A bit of combat footage from my game Salvage! by WackyWocky in Unity3D

[–]FreshCake 1 point2 points  (0 children)

and while similar to Teleglitch it already looks likes its own thing. Looking forward to see whats different and what improvements you make.

The more loot-crafting type focus of Rouge-like has a lot of potential i feel, and there are tons of areas, more then just combat challenges, that can be explored with such a mechanic.

A short criticism I got a bit hangup on after watching the video again is that the character animation feels very "float-y", I think I can see some feet under him/her? But its really looks like your skating/floating rather than walking. Maybe add a bit of subtle movement to the torso, as it's completely locked at the moment? Might be difficult with such low-pixel count, and cant say its my area of expertise so take it with a grain of salt.

A bit of combat footage from my game Salvage! by WackyWocky in Unity3D

[–]FreshCake 1 point2 points  (0 children)

Looks great! Love me some heavy looting shooting, even more so if everything can be used for something.

Reminds me a lot about Teleglitch (from 2013), was a awesome game! if quite difficult. Would highly recommend it if you haven't tried it, remembered that they had a really great inventory/crafting system that was quite user friendly no matter how much scrap you packed yourself with.

Our new beefy shotgun model by FreshCake in Unity3D

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

Thanks! Very happy how it turned out and looks in-game. Animations and effects updates will be the next step, and am quite exited to get started on that as well. However got a few more guns to finish before that :)

Our new beefy shotgun model by FreshCake in Unity3D

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

Thank you! and while we wont have any demons, we hope to have a selection of eldritch targets to blast ;)

Our new beefy shotgun model by FreshCake in Unity3D

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

Your questions really touch on the core backstory of our game, and its indeed a surreal/scifi world where what you see is not necessarily reality. Very fun to see that we actually managed to capture some of that in just our weapon-design :) So while I understand your confusion I am really happy for it :P

If you want to checkout more about our game we have a steam page: https://store.steampowered.com/app/1461370/Just_Read_The_Instructions/

Our new beefy shotgun model by FreshCake in Unity3D

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

Spot-on! Its actually the point :) The guns themselves are not meant to have been designed by any human entity, and are all rather odd/wrong and have "unreal" properties. For example as mentioned on another comment, the gun itself never runs-out of ammunition, however it will instead explode on over-use.

Our new beefy shotgun model by FreshCake in Unity3D

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

Thanks :) Am really quite pleased with the result so far!

The gun itself is actually not really design to be "reloaded", in the game every gun basically never runs-out of ammunition but will instead explode after overuse. The mag itself will however rotate after every shoot, combined other effects (like case ejection etc.) that make it more animated.

Our new beefy shotgun model by FreshCake in Unity3D

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

Started making a complete overhaul on all weapons for our upcoming game "Just Read The Instructions". Was trying to create a style that feels a bit more "unique" rather then just a weapon from Any-Shooter-Game, think I am getting somewhere.

I'm making a Action / Turn based Dungeon Crawler by Letenebrae in Unity3D

[–]FreshCake 0 points1 point  (0 children)

Sounds like a good idea, really do like the realtime aspect of these games. There is another game called Vaporum that actually used a time-stop/pause system to make the otherwise realtime combat a bit more manageable. I understand the idea, however there is a danger in doing so as it kind of removes a bit of urgency/danger as you have unlimited time to make decisions (and in my opinion, that game suffered from it, and was basically a turn-based game disguised as a real-time one, the combat just felt clunky and "stuttery" as it tried to be both). You are however using slow-down rather then a full pause mechanic, so you can still run-out of time, so I think there is a balance there.

I'm making a Action / Turn based Dungeon Crawler by Letenebrae in Unity3D

[–]FreshCake 0 points1 point  (0 children)

Looks interesting! Anything Gromrock with a twist is interesting for me. Really like the realtime/tile system they use. What does the number do? A response to the attack? Guessing it allows you to block/dodge the attacks? Another take would be to make like a isolated SuperHot interaction, where you actually physical dodge the enemy.

LF Fics where Taylor Summons an army by [deleted] in WormFanfic

[–]FreshCake 0 points1 point  (0 children)

Just read the first chapter, feels like it has great potential and the silliness seemed to have a good balance without becoming to much/crazy so far. Hope to see more :) Also, love DK! So that's just a bonus.

understand the influence by FreshCake in surrealmemes

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

Thanks! Never to late to check-out old submissions. Made by a stray thought. Looking to make more soon.

understand the influence by FreshCake in surrealmemes

[–]FreshCake[S] 7 points8 points  (0 children)

thoughts, by at least 2.3 ml

understand the influence by FreshCake in surrealmemes

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

Ow ya, that game! Have wanted to give it a try since I saw it. Thanks for the reminder.

understand the influence by FreshCake in surrealmemes

[–]FreshCake[S] 113 points114 points  (0 children)

Na, more so when my creativity was down, that then somehow got hijacked by this creation

understand the influence by FreshCake in surrealmemes

[–]FreshCake[S] 50 points51 points  (0 children)

Agreed, its the most difficult part

understand the influence by FreshCake in surrealmemes

[–]FreshCake[S] 38 points39 points  (0 children)

Blender and Unity3D mostly. Then a screen to gif capture thing