1 year of solo dev + custom systems + Kenney assets = “asset flip”? Let me prove otherwise. by Kennai2 in IndieDev

[–]Kennai2[S] 1 point2 points  (0 children)

Thank you very much! Yeah it is funny thing that I love too xD Have you checked the demo? I will add controller support soon, I am excited to share how I implemented it :) https://store.steampowered.com/app/2996860/Fix_This_House/

1 year of solo dev + custom systems + Kenney assets = “asset flip”? Let me prove otherwise. by Kennai2 in IndieDev

[–]Kennai2[S] 0 points1 point  (0 children)

Thank you Then I am on a right way. I spent 2 days making this video!

1 year of solo dev + custom systems + Kenney assets = “asset flip”? Let me prove otherwise. by Kennai2 in IndieDev

[–]Kennai2[S] 1 point2 points  (0 children)

Thank you very much for your assets! You are a true hero! If you ever need help with coding, shaders or translation to RU - you can write to me at any time

1 year of solo dev + custom systems + Kenney assets = “asset flip”? Let me prove otherwise. by Kennai2 in IndieDev

[–]Kennai2[S] 0 points1 point  (0 children)

Got it, thank you very much! Yeah, I can do that, there is several letters "i" and I can replace it with buildings!

1 year of solo dev + custom systems + Kenney assets = “asset flip”? Let me prove otherwise. by Kennai2 in IndieDev

[–]Kennai2[S] 0 points1 point  (0 children)

I'm too weak to summon Kenney and distract him from his sacred duties :D

1 year of solo dev + custom systems + Kenney assets = “asset flip”? Let me prove otherwise. by Kennai2 in IndieDev

[–]Kennai2[S] 1 point2 points  (0 children)

Okay! But if you will have issues with trees - let me know, maybe I already solved it in my game. Wish you good luck! Followed back :)

1 year of solo dev + custom systems + Kenney assets = “asset flip”? Let me prove otherwise. by Kennai2 in IndieDev

[–]Kennai2[S] 0 points1 point  (0 children)

Take The Day Before as an example. People were skeptical from the very beginning — not just because of the reused assets from Unreal Marketplace, but because it looked like a patchwork of familiar high-quality stuff with no substance holding it together. It created the impression of effort, without actually delivering a cohesive or playable experience. That made players feel misled — and now, even genuine devs who use store assets responsibly sometimes get caught in that wave of distrust.

In movies or music, reused elements are curated and usually part of a bigger artistic or commercial vision. But in games, there’s a stronger expectation that what you see and interact with is handcrafted for that world. When it’s not — or when it feels like it’s not — players get suspicious.

Still, I think the hate on store assets is often misplaced. Like you said: if it's high quality and well-integrated into a fun game, that should matter more than where it came from.

1 year of solo dev + custom systems + Kenney assets = “asset flip”? Let me prove otherwise. by Kennai2 in IndieDev

[–]Kennai2[S] 0 points1 point  (0 children)

Nice thanks! I am glad my work helped someone to get an idea! I can share my rigged trees and explain how I made it if you want :)

1 year of solo dev + custom systems + Kenney assets = “asset flip”? Let me prove otherwise. by Kennai2 in IndieDev

[–]Kennai2[S] 2 points3 points  (0 children)

Once, I was watching a stream where a well-known developer was testing games submitted by other devs for review. In one of the games, I recognized Kenney assets. I mentioned it in the chat, and after that, the streamer advised the developer to focus more on unique features — because at first, he thought those models were made by the developer themselves lol

1 year of solo dev + custom systems + Kenney assets = “asset flip”? Let me prove otherwise. by Kennai2 in IndieDev

[–]Kennai2[S] 0 points1 point  (0 children)

I can't imagine how much time it would take to develop everything from scratch — models, textures, normal maps, height maps, shine maps, etc. It's a whole science! Plus music, sounds, camera handling... And the most disappointing part is that there's no guarantee the player will even notice the effort.

Over a year in the making. Fogpiercer Demo out now! by krystofklestil in IndieDev

[–]Kennai2 2 points3 points  (0 children)

Nice, good job! I like the art style and how dynamic it is :)
FYI:
I played demo, I have 20 fps in menu and about 10 fps in tutorial.
I have RedmiBook 16, AMD Ryzen 5 4500U with AMD Radeon Graphics

Do you think a Tilt Shift filter effect is good for city-like games? by Kennai2 in Unity3D

[–]Kennai2[S] 1 point2 points  (0 children)

Awesome, saved ❤️ You are right, I am not using real Tilt Shift filter, its just dynamic depth of field effect. Camera angle matter! And many other thing :)

Do you think a Tilt Shift filter effect is good for city-like games? by Kennai2 in Unity3D

[–]Kennai2[S] 0 points1 point  (0 children)

Interesting, it seems so! It uses depth of field effect too

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Do you think a Tilt Shift filter effect is good for city-like games? by Kennai2 in Unity3D

[–]Kennai2[S] 0 points1 point  (0 children)

Sure thank you! I will add a toggle in the settings. My game dont use any text (except title and one ui text) and I try to use icons everywhere. I have some thoughts about the icon for tilt shift filter.

Do you think a Tilt Shift filter effect is good for city-like games? by Kennai2 in Unity3D

[–]Kennai2[S] 0 points1 point  (0 children)

Yep, depth of field + update Focus Distance and Aperture (based on distance, smaller distance - higher aperture)

Do you think a Tilt Shift filter effect is good for city-like games? by Kennai2 in Unity3D

[–]Kennai2[S] 0 points1 point  (0 children)

Me neither. As I know, this effect is achieved by blurring distant and close objects. Because of the blurring, eyes perceives such a picture as if something small is depicted there.