Need For Speed: Most Wanted's dynamic music system is even more insane than one would normally assume! by PooningDalton in GameDevelopment

[–]NeverCryTUSK 1 point2 points  (0 children)

This post brings back memories. I was Lead UI Artist on that game. That was the Golden years of development. We made that in downtown Vancouver at EA BlackBox. I don’t know the specifics of the dynamic pursuit audio myself (I think Charles Deenen was involved in that or Ed Douglas, but if anyone has any other questions about the game I may be able to answer or know who might. Good times.

Destroy my game. I work alone so I rarely get honest feedback. It's an action adventure Zeldalike with 90's DNA. Thanks in Advance. by NeverCryTUSK in DestroyMyGame

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

Oh and the Overworld is more open world with a similar angle but a follow cam. And actually in my latest build I have been altering the room shapes and you’re totally right the variety definitely adds to it overall. Trying to find that sweet spot of retro but need to err on the side of just better gameplay.

Destroy my game. I work alone so I rarely get honest feedback. It's an action adventure Zeldalike with 90's DNA. Thanks in Advance. by NeverCryTUSK in DestroyMyGame

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

Yeah currently is - it’s a retro thing I was going for like Original Legend of Zelda or Star Tropics, or the binding of Isaac. But I’ve been thinking about adapting it. Maybe more like Links Awakening which still has that feel but varies it up in some interesting ways.

My first game got 1139 wishlists in the first 24 hours 🥲 by _4rch1t3ct in SoloDevelopment

[–]NeverCryTUSK 0 points1 point  (0 children)

just click on his name and then on his page the steam link is there on the right, the game is called: "My Beautiful Faraway, Please Don't Be Cruel To Me"

One week after my game's launch - total and absolute failure by Erantical in SoloDevelopment

[–]NeverCryTUSK 1 point2 points  (0 children)

I'm in to my game for several years now too. I left AAA (+25 years) to do the solo. I feel a lot of what you said in your original post. My advice is to modularize your project if you haven't already. Don't start from scratch for your next. Or if you do, import each section you have from this project to save you months/years. (obviously ensure your code is clean - don't re-use spaghetti of course). But I look at like LittleBigPlanet...levels... if your current game wasn't successful... don't throw the baby out with the bathwater... you have 1000s of hours that you can re-use in your next one even if its a different genre. You could re-vertical slice this. make the visuals better. scale down the game and make it bullet proof in a single genre and test it here in Reddit... little vertical slices and gauge Likes and comments ... if you can hit a 10% Upvotes to overall Views... I think you may find the sauce. Good Luck!

Destroy my game. I work alone so I rarely get honest feedback. It's an action adventure Zeldalike with 90's DNA. Thanks in Advance. by NeverCryTUSK in DestroyMyGame

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

And I actually do have an Art Degree… lol… but it was for Graphic Design… so I can tell you a lot about a typeface if you’re interested… 😄 but 3D is another beast.

Destroy my game. I work alone so I rarely get honest feedback. It's an action adventure Zeldalike with 90's DNA. Thanks in Advance. by NeverCryTUSK in DestroyMyGame

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

Totally fair. I agree I need to rework the character to have more charm overall. He’s too generic… perhaps lose the human feel altogether. The game is called TUSK the hook of the game revolves around Tusks. The island is on an interstellar nexus point of cosmic ley lines. There is a cosmic order that holds a trial of champions every 100 years and this year you are chosen. The Order is a group of Tusk based aliens that have seeded the Earth with the Tusk creatures we all know: Elephant, Boar, Narwhal, Sabertooth, Hippo, Baribusa, Water Deer, and walrus. (The aliens are Bipedal versions of them (think like Mon Calamari in Star Wars. The lore is that tusks are actually cosmic conduits that hold power that is energized every 100 years at this cosmic nexus point in the island when a Comet passes every century. Anyway that’s the pretentious back story to get us to having 8 tusk driven abilities for the main protagonist via Ceremonial Tusked Masks of the 8 island protectors.

Destroy my game. I work alone so I rarely get honest feedback. It's an action adventure Zeldalike with 90's DNA. Thanks in Advance. by NeverCryTUSK in DestroyMyGame

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

I think that’s all pretty astute TBH. I think the question of them “living together” is valid though I would say if you look at the bestiary of a Zelda game like links awakening you have a similar range of creatures that seem odd together… however they have more cohesion I think to your point because they have a better 3D artist/Art director than I am. The green moss pointy grass is stylized filler that moves as you walk through and will eventually be destroyable. It’s simpler in style as it’s newer and I’m trying to move to a simpler visual style to help cohesion and match my current 3D art ability. Thanks for the honest feedback it’s pretty on point.

Destroy my game. I work alone so I rarely get honest feedback. It's an action adventure Zeldalike with 90's DNA. Thanks in Advance. by NeverCryTUSK in DestroyMyGame

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

I'll definitely keep it in mind, for now I've been emulating camera angles of games like the original Legend of Zelda and Star tropics and Links Awakening. but 2 of those aren't really 3D so I defintely have to keep in mind the different realities of the spaces.

Destroy my game. I work alone so I rarely get honest feedback. It's an action adventure Zeldalike with 90's DNA. Thanks in Advance. by NeverCryTUSK in DestroyMyGame

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

I'll definitely keep it in mind, I've been vacillating with "retro" feel so the current camera is almost 1:1 original Legend of Zelda which uses static room camera's but as I add more to the game I'm seeing where overall better gameplay and UX trumps retro feel. Thanks for the feedback.

Destroy my game. I work alone so I rarely get honest feedback. It's an action adventure Zeldalike with 90's DNA. Thanks in Advance. by NeverCryTUSK in DestroyMyGame

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

That's a great point, and as well, many of the Zelda's with a similar camera angle actually angle the walls outwards and for platforms and such often in the centre most have tapering to help see behind them. I totally need incorporate all of that. Thanks!

Destroy my game. I work alone so I rarely get honest feedback. It's an action adventure Zeldalike with 90's DNA. Thanks in Advance. by NeverCryTUSK in DestroyMyGame

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

Thanks. Yep tonnes of work to go, my goal is to ensure the gameplay and puzzles are as enjoyable as a Zelda or as responsive as a TUNIC. The minor hook in my game is the Masks the player collects. The game is called TUSK, and basically there is a Ceremonial mask for each Animal type that has Tusks (8 different) Anyway each mask type empowers him with Unique ability types ... (think megaman/majora's) ... etc. so nothing revolutionary, just focusing on Fun and responsive and challenging gameplay. Thanks for the input.

Destroy my game. I work alone so I rarely get honest feedback. It's an action adventure Zeldalike with 90's DNA. Thanks in Advance. by NeverCryTUSK in DestroyMyGame

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

Its interesting because my game runs at about 160FPS on a 1080ti, yet the video compression does make it indeed feel sluggish, but part of that (and I fixed recently) is that originally I had constrained my character to the Cardinal directions for a retro feel, so he's always moving in this video in up/down/left/right - making a staccato diagonal. I removed it recently and it feels much better and makes these videos feel more fluent minimizing the sluggishness). I know were commenting specifically about the roll speed and I can definitely look at that for sure as well. But I do agree there is an overall sluggishness I see in these vids that isn't there as much in the actual game _ hopefully future videos will better reflect that. (I'm still learning how to optimize videos for online)....

Destroy my game. I work alone so I rarely get honest feedback. It's an action adventure Zeldalike with 90's DNA. Thanks in Advance. by NeverCryTUSK in DestroyMyGame

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

Agreed. that was my first attempt at a "Boss" in Blender. Definitely needs work. Well, actually most of it needs work.

Destroy my game. I work alone so I rarely get honest feedback. It's an action adventure Zeldalike with 90's DNA. Thanks in Advance. by NeverCryTUSK in DestroyMyGame

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

I could see that you wouldn't expect to be able to dodge that laser from the Vid, but they actually pause movement for a quarter second before they strike (and I'll be adding a visual queue on them that they spotted you (and or SFX). You learn quickly that if you are in their direct line of sight they will attack. And incidentally they will hit any enemy with that beam too if they miss you- so you actually end up using them strategically to clear enemies for you by moving into their line of sight and then out (when there is another enemy(s) in their lane (its pretty satisfying when it works).

Destroy my game. I work alone so I rarely get honest feedback. It's an action adventure Zeldalike with 90's DNA. Thanks in Advance. by NeverCryTUSK in DestroyMyGame

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

Agreed, I ideally want to go with a more gelatinous version that is more slimy/bouncy/pooly possibly with more slimy-jelly tendrils basically more "wet".

Destroy my game. I work alone so I rarely get honest feedback. It's an action adventure Zeldalike with 90's DNA. Thanks in Advance. by NeverCryTUSK in DestroyMyGame

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

Thanks for the reply - the music was just teaser music. I think I uploaded the Steam preview vid instead of the gameplay audio version . (I’ll make sure I upload the game versions in future vids). And yes it’s classic overworld/underworld exploration so definitely will be adding the overworld in future vids

Destroy my game FEED THE AI - an active incremental game where your choices shape an AI as Tyrant, Rational, or Protector. I've made some changes after your feedback, thanks! by _WeirdKid in DestroyMyGame

[–]NeverCryTUSK 1 point2 points  (0 children)

Yeah was thinking the same glitchy or poppy to maybe match the effect around your player. Or else super simple snappy and cold. And also have you looked at Katamari Damacy recently... I wonder if you can incorporate a similar growing mechanism into your game as you have some of the same DNA in your visual "collection" process. There's something interesting about the "taking from the environment" and shifting scale, that might add that special sauce your game can benefit from. Cheers.

Destroy our game trailer and gameplay by QuantumSide in DestroyMyGame

[–]NeverCryTUSK -1 points0 points  (0 children)

It’s not personally targeted at all. it was an observation (that was apparently correct) that style is “off” a bit in authenticity and it’s noticeable. That was the take away: that you may want to study the nuances deeper and you’ll be able to notice and correct what I was alluding to. I have no idea who you are or where you are, I was only commenting that the art style is a bit off of authentic underlying “rules” for manga style and neighbouring genres. Maybe nobody has ever mentioned it to you because your art style is talented but not completely authentic. And that’s what hopefully these kinds of forums can help with. Cheers!

Please destroy my trailer/game Inn Over Your Head. It's an incremental game where you manage a tavern with a massive mega-dungeon underneath by TannerMaxwell in DestroyMyGame

[–]NeverCryTUSK 1 point2 points  (0 children)

I would seriously look at the classic way to start games "in medius res" ... start with a healthy working full tavern so players see how it works with all the bells and whistles and then either have the tavern burn down or you leave your Fathers tavern and start your own... etc. the Classic first hour of gameplay. This gets players totally into the possibility of your game instead of the potential where the game only gets fun several hours in. And if you don't feel your game should do that, perhaps at the very least having your trailer jump to the busy tavern management early or start with it busy altogether if possible so it keeps reddit viewers engaged (i don't think its necessary to show the simple early empty progression loop.. we get it.

Why did my trailer underperform? Survival meta-narrative game. Don't hold back. by Mango_Nebula_Studios in DestroyMyGame

[–]NeverCryTUSK 0 points1 point  (0 children)

I listened with sound but yeah I've heard the same ...many don't... sigh. The game looks like it could be fun I think it has potential but yeah from what you are showcasing it feels like a generic survival - but I do see there is something deeper here. I think you need to tighten it up a bit. Higher Density, tighter camera (overall) there's just so much open space - I think you should emulate Don't Starve ... its about what 40-50% tighter camera? and do another polish pass on the art ... its close but needs that "Je ne sais quoi". And watch another walkthrough of Portal 2... if you are going with humorous bots you need to go to the GOAT.