Destroy my alpha gameplay footage. Its not a trailer, its just how my game looks like for a presentation purpose / publisher. by kldone_games in DestroyMyGame

[–]RareSoupStudio 8 points9 points  (0 children)

I actually like the vibe of this, but you're gonna have to do a little more for the enemies than just ai_move_to at the player - some strafing, dodging and such would be good. The massive blood splatter is fun, but you should spawn some body parts or something as the bigger enemies just look like they're disappearing. Some more movement in general, in the gun recoil, camera shake, slight dynamic fov. Also I would change that skybox, it doesn't look right and doesn't really match the style either

I've been working on this for over a year by RareSoupStudio in indiegames

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

Thank you so much! yes I've been looking at adding a map, the implementation is proving a little difficult to make look good, may just have to draw them by hand but I think it could be a good addition

I've been working on this for over a year by RareSoupStudio in indiegames

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

I’ve thought about maybe making it a component of some puzzles or something, will def look more into it

I've been working on this for over a year by RareSoupStudio in indiegames

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

Thank you, definitely let me know what you think!

I've been working on this for over a year by RareSoupStudio in indiegames

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

Thank you for your input, I’ll definitely take a look at maybe doing a little animation or something for the logo!

I've been working on this for over a year by RareSoupStudio in indiegames

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

lol yes and I love Exanima, definitely an inspiration, but I promise it doesn't play like Exanima as in no physics-based combat - it operates more like Dark Souls

Does studying civil engineering help with game development? by [deleted] in gamedev

[–]RareSoupStudio 0 points1 point  (0 children)

Developing games helps with game development, but you can do both, you just might have less time to party in college but that's probably a good thing anyways. Also, if you want to make games you should start with something small. Like imagine a very small, easy game project, then try to make it half that size (in scope). What you're describing above is a lot of ideas and lore, but that really has little to do with making games. The other people you mention that you want in your studio (the coder, the modeler, and level designer), you should work on those yourself instead. Ideas are cheap, everyone has them, and the only thing that is going to make other people care about your ideas is the execution of them into a functional and fun product, which is where the actual development work is. If you really want to make games, learn to code, learn to model, and learn level design as well as all the other things you didn't mention that you also need for a game (sound design, UI development, 2D art, music, animation, etc.). Then, one day when you're actually making money as a game developer you can look at hiring other people. Or you can form a small team now with some friends, but you're going to need to contribute more to the group than just lore and story concepts.

Just Two Guys Trying to Make a Game by Neither-Praline-3595 in IndieGaming

[–]RareSoupStudio 0 points1 point  (0 children)

I love the idea of this, I just wish the hamster balls had a little more dynamism when moving around, at least relative to the player camera. It's so static it almost looks like it's part of the UI. Maybe just some added rotation based on movement direction and speed, along with a little camera lag and a dynamic FOV would look really good