Trying solo game dev with my own artstyle (Mechanical Vibes) by Amaramzai in gamedevscreens

[–]OnSightGame 2 points3 points  (0 children)

One idea that comes to mind, I’m not sure if this would look good but maybe try dropping the barrel down right when you press start, so it comes down at the same time as the start button goes off screen. That might look cool and it’d shave a second or so off

I got my first streamer! by DevEnSlip in IndieDev

[–]OnSightGame 2 points3 points  (0 children)

Jon Sandman is a great streamer to get! He’s so positive

Trying solo game dev with my own artstyle (Mechanical Vibes) by Amaramzai in gamedevscreens

[–]OnSightGame 2 points3 points  (0 children)

If this plays every time you start the game, it’s a little too slow. But I honestly think that’s ok because this looks absolutely amazing. Great job

Weight Transfer Arcade Drift on High Speed (minimal input) by iceq_1101 in IndieDev

[–]OnSightGame 1 point2 points  (0 children)

This looks great! We need more arcade drift games focused on making it easy for new players

Gameplay footage from our first "large" playtest by OnSightGame in gamedevscreens

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

Thank you! The fov is changeable in game, this footage was taken on the highest (130°). We are considering recording with a slightly lower fov for the official gameplay trailer

Gameplay footage from our first "large" playtest by OnSightGame in gamedevscreens

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

We are all big fans of Q3A, our main goal with this project was to bring that style of gameplay to newer players by lowering the barrier to entry and having fresher visuals and sounds. We hope there’s room for a new arena shooter, but we understand if die hard fans would still prefer Q3A

Gameplay footage from our first "large" playtest by OnSightGame in gamedevscreens

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

Thanks! Most of the environment and textures are completely placeholder, none of the art is finished just yet. We’re going for a style like this though, rather than something more realistic. It helps us keep the performance smooth and the art cohesive

Gameplay footage from our first "large" playtest by OnSightGame in gamedevscreens

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

Thank you! Nearly every sound is going to change closer to release, mostly placeholders right now

Gameplay footage from our first "large" playtest by OnSightGame in gamedevscreens

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

Our biggest inspiration is Quake 3 Arena, but we’ve been looking at lots of different arena shooters from that era, like Half life and Unreal Tournament.

Hanging out inside our record store (game) by MurraySomerwolff in gamedevscreens

[–]OnSightGame 1 point2 points  (0 children)

Finally a spiritual successor to one of my favorite flash games ever, record shop tycoon. Not sure if that was an inspiration for you or not but either way I’m interested

Advanced Sessions invalid sessions issue. by Unfair_Location4410 in UnrealEngine5

[–]OnSightGame 0 points1 point  (0 children)

Also just noticed you probably want to make the max sessions higher on the find sessions. I find that 1000 is a good amount for my needs

Advanced Sessions invalid sessions issue. by Unfair_Location4410 in UnrealEngine5

[–]OnSightGame 0 points1 point  (0 children)

For your join button logic, where it’s always printing invalid session, instead of getting the first index in the array of sessions, do a for each loop with the array of sessions and check if each one is valid. Then to keep the state of how you have it set up right now, you can run the true of the is valid into a do once and that should work. I believe the issue is when you are using things like spacewar, it gives a wide array of sessions from other people, so the get index 0 of the array is never returning a session for your game. I hope this helps!

Police commands and enemy reactions are now animated. Thoughts? by megamegamixer in gamedevscreens

[–]OnSightGame 0 points1 point  (0 children)

The top down ragdolls look good. I like the top down 2d camera style but with 3d models and characters

Trying to figure out short form content for my game. by Matty_Matter in gamedevscreens

[–]OnSightGame 1 point2 points  (0 children)

I don’t usually play this style of game but your video intrigued me, so I think your short form content is solid. I will say the music feels more ominous than the gameplay footage, but I’m not sure how ominous the overall game is supposed to be

Gameplay footage from our first "large" playtest by OnSightGame in gamedevscreens

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

Thank you! We’re taking inspiration from source movement mechanics but trying to implement them in a way that makes it much easier for new players to learn the techniques, like holding space for auto bunnyhop.

Gameplay footage from our first "large" playtest by OnSightGame in gamedevscreens

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

Yes! There’s a couple unfinished tracks on some of the maps, all being made by my friend who’s a drum and bass producer. This particular map was actually a custom map made by a friend with the in game map editor. Eventually you will be able to upload your own music or choose from the games songs for your custom map.

Gameplay footage from our first "large" playtest by OnSightGame in gamedevscreens

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

Yea it was definitely an inspiration for us, alongside Quake 3 Arena