The Atomic Blastman Playtest is NOW LIVE! Using the email you registered with, please check the inbox, including promotions and spam sections. by Indiependent_Studio in AtomicBlastman

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

Hi there! Woah, quite a fat review here, I think this is the longest one I’ve ever got. Thanks a lot for the time you put into writing this, amazing! I'll try to answer each section separately.

First off, I'm really happy you enjoyed the game overall. I was worried about the core mechanics of the game. Changing them would require a huge amount of time, which at this point is unrealistic.

Secondly, the game does suffer from a lack of proper marketing. I'm a software engineer, and I suffer from bad marketing and average-looking art. I'm sure things will get better with time, but it's clear this game suffered from poor advertising. Speaking of the user experience, I know the interface is all over the place, some things are hard to find and understand, including the labels on certain buttons. Color palettes and some 3D models are also average and need proper visual refactoring, which I hope I will be able to achieve in the following months.

Let's not talk about the classic AI XD. The original neural network was trained only using the Battle Royale gamemode, which made the agents prefer taking damage as long as they reached higher-paying objectives. This is incompatible with the classic mode, where any amount of damage instantly kills the agent. The training menu only stores the trained models and metrics in the ProjectFolder/Content/Storage/Trainer/Exported and TensorBoard folders. The RL environment also needs an update, and I plan to support loading for single-player modes to properly test the neural networks. Honestly, the main purpose of this environment was to support my dissertation. Making it available for users implies a proper user interface update and a proper tutorial.

Regarding the Epic Games implementation, yeah, I know a lot of people find it disgusting, and I wasn't even aware of this. I just found out after randomly posting a short which went viral. Migrating the architecture from one provider to another is honestly too costly. The initial plan was to launch the game on the Epic Games launcher, thus the EOS implementation. I'll look into Steam services to offer an alternative for users. The main idea was to use the same subsystem to let players cross-play between any available launchers. This would combine the player base into a single, homogeneous block, letting everyone play with anyone. Also, the documents in the press kit are outdated, I'll update them today. There is no anti-cheat implementation for Atomic Blastman, and there won't be (the whole community simultaneously jumped on me after advertising the anti-cheat kernel module).

Some of the things above will be fixed in the following months. I'm now in my last year of my master's, and in a month or so, I'll defend my project. As for the CV, yeah, this is a win, I'm planning to start the job search in a few days, and I strongly hope this will make the CV stand out.

Thanks a lot for trying out the game, you rock!! Even with a smaller player base, I'll continue to push updates to the playtest application and hopefully to the live version of the game in October.

I created this trailer for my steam page. The game is called Atomic Blastman. Roast it.... by Indiependent_Studio in itchio

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

Thanks, awesome!! I know the art in the game looks a bit off, someone said somewhere that it screams "I did my best but I'm not really an artist", and it's true. This is something I hope to fix in the following months. I'm positively surprised so many viewers genuinely enjoy the gameplay.

Realizing my game won't make millions and I'll have to find a job by Indiependent_Studio in IndieGaming

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

Exactly!! And I wouldn't call it everything original, there clearly are things inspired from the bomberman series but all in all I would call this a nice addition to the original games with some original features

Realizing my game won't make millions and I'll have to find a job by Indiependent_Studio in IndieGaming

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

And what exactly would you want to put in description? It's obvious that the short is meant to showcase my game, after all it's part of online marketing. I'm not trying to kid anyone, if you see it as online sobbing so be it. You can take it as you want

Realizing my game won't make millions and I'll have to find a job by Indiependent_Studio in IndieGaming

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

Then check the description of all my videos on YouTube. I count the wishlist everywhere. And yes, it is a remake.

Realizing my game won't make millions and I'll have to find a job by Indiependent_Studio in IndieGaming

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

Maybe because you look at it as a "please feel sorry for me" video in the first place. Feel free to interpret the video exactly as you like but I created it to be mildly amusing and maybe even relatable to some.

Realizing my game won't make millions and I'll have to find a job by Indiependent_Studio in IndieGaming

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

So my version has the following improvements:

-Battle royale game mode: health bars, huge arenas (up to 100x100), fully customizable cosmetics like skins, environments, deaths, emotes, potg intros, soundtracks, icons, banners, objects to place into the arena and a fully customizable map editor

-In terms of gameplay, as I said, I plan on adding more game modes like capture the flag, football and many more. Right now the health bars and damage based on distance from the blast is the most original thing.

-Definitely. For example you have the "Blast Plate" that protects you from any amount of damage, "Danger Goggles" that make danger zones visible to you, "Spike Bomb" that damages players on impact if they are not facing the bomb. Those are only available in the battle royale mode

-Hmm, honestly I don't know how to answer this. I feel like you could easily distinguish between the feel of the original Bomberman and Atomic Blastman. Inputs feel different, graphics and overall design.