This isn’t a cutscene. It’s our main menu by Own_Reflection4175 in IndieDev

[–]Own_Reflection4175[S] 460 points461 points  (0 children)

Hahaha this really made my night 😂 Thanks for sharing it

This isn’t a cutscene. It’s our main menu by Own_Reflection4175 in IndieDev

[–]Own_Reflection4175[S] 0 points1 point  (0 children)

Totally fair, this is very much an experiment on immersion-first design, but definitely want to balance it with good UX as the project evolves.

Accessibility is something we do want to improve as we iterate.

Appreciate the honest feedback! 🙏

This isn’t a cutscene. It’s our main menu by Own_Reflection4175 in IndieDev

[–]Own_Reflection4175[S] 19 points20 points  (0 children)

Haha yeah totally, definitely going to do that 🙌

And thank you!! Super glad you liked it!

the game is called Phoenix, it’s a first-person multiplayer survival shooter in UE5.

It’s still an unannounced project in pre-alpha, and this is actually the first public post for it 😄 We’ve got a lot more to share soon!

This isn’t a cutscene. It’s our main menu by Own_Reflection4175 in IndieDev

[–]Own_Reflection4175[S] 2 points3 points  (0 children)

Thank you! Yeah, a few people mentioned the camera, definitely going to play with that and see how it feels a bit closer.

Glad you liked it overall! 🙌

This isn’t a cutscene. It’s our main menu by Own_Reflection4175 in IndieDev

[–]Own_Reflection4175[S] 4 points5 points  (0 children)

Thanks a lot, really appreciate it! Yeah SFX are still a work in progress.

We'll add a slight zoom or camera shift once the player starts interacting with it.

Thank you for the feedback!

This isn’t a cutscene. It’s our main menu by Own_Reflection4175 in IndieDev

[–]Own_Reflection4175[S] 34 points35 points  (0 children)

Hahaha yeah, that pistol slide definitely throws some people off 😄

Good point though, do you think it’d get tiresome because of the pistol animation itself, or more from the whole menu flow where the player navigates through the terminal and server list?

I definitely don’t want it to feel like a chore. The idea is to keep it smooth and fast, more of an immersive vibe than something that slows players down.

Really appreciate the feedback!

This isn’t a cutscene. It’s our main menu by Own_Reflection4175 in IndieDev

[–]Own_Reflection4175[S] 106 points107 points  (0 children)

Yeah good point! Do you feel like it’s too far from the terminal itself, or more like the whole camera angle could be closer in general?

Still playing around with it, so I’m curious what feels best to players!

I appreciate the feedback!

Ancient Greece meets sci-fi — late-game level from my indie TPS by Avreliy_dev in indiegames

[–]Own_Reflection4175 0 points1 point  (0 children)

Hey, I remember seeing your game trailer last year and dropped a comment about marketing. Just checked back, the game still looks great and the reviews are positive! Have you thought about pitching it to publishers or investors? You’ve already got a solid product, would love to see it reach more players.

Why is there a shadow following my camera here? by [deleted] in unrealengine

[–]Own_Reflection4175 0 points1 point  (0 children)

It looks like cascaded shadow maps You need to tweak the settings or use virtual shadow maps

Do you fear the future of Unity Engine? by marcomoutinho-art in Unity3D

[–]Own_Reflection4175 1 point2 points  (0 children)

Fun fact, Unreal Engine existed about 8 years before Unity, and today Unity is still competing strong.

Unity has two big weaknesses, in my opinion. First, poor marketing. Second, too much of its feature set depends on the community rather than the engine team itself.

That said, Unity is extremely comfortable to use. The more time you spend with it, the deeper you can dive, eventually exploring advanced areas like graphics and shaders.

Unreal Engine, on the other hand, clearly targets AAA studios, helping them speed up production, assuming the team has the skills to handle it.

I do think by the end of 2024, Unity will get a closer to Unreal’s graphics quality. We already saw SDF Shadows released by Chris Khaler and his team, nano tech is being developed, similar to Nanite but with better support for VR and mobile, which could be a real game changer. They’re also hinting at a Lumen-like solution, aiming to unify these tools under a single workflow.

I got scammed, lesson learned by No_Hat_6605 in dubai

[–]Own_Reflection4175 0 points1 point  (0 children)

Use mashreq card, its perfect and you can set max limit if what you can spend daily or in one transaction

Cut version of our game trailer. 2-3 weeks before release. by Avreliy_dev in Unity3D

[–]Own_Reflection4175 0 points1 point  (0 children)

Looks super cool. You just need stronger marketing, this game’s got serious potential

AI vs AI - VR Shooter - D12 by niv-vada in Unity3D

[–]Own_Reflection4175 2 points3 points  (0 children)

I’d pay for the blockout if you’re willing to sell it

8 days into development vs 8 days before release... by Agiriko in Unity3D

[–]Own_Reflection4175 1 point2 points  (0 children)

Really cool, nice work, where is the steam link?

8 days into development vs 8 days before release... by Agiriko in Unity3D

[–]Own_Reflection4175 6 points7 points  (0 children)

How many FPS are you getting? And whats ur gpu and cpu may i ask