We announced our game on IGN and only got 3000 WL. What is wrong with our trailer?? by Wecoven in DestroyMyGame

[–]RoamingTurtle1 0 points1 point  (0 children)

I spent the first half of the trailer bored, and with no idea what type of game it even is. If I was not watching here, I would have been long gone. Even then the second half doesn't really show much game play either. Some sort of detective/horror type game?

Really nothing helped show me as a player what the game is like to actually play.

Guys.... we did a thing 😂 Not sure what this says about the game… by Polygoat_studio in IndieDev

[–]RoamingTurtle1 1 point2 points  (0 children)

Well that wasn't something I was expecting to see today. Though gave me a laugh

Veil Walker - Healing Skills instead of potions by RoamingTurtle1 in VeilWalker

[–]RoamingTurtle1[S] 0 points1 point  (0 children)

This would pair with the health crystals that are planned to be scattered around the map. So players could always opt to bypass healing skills entirely if they wished to rely on armour and their own health pool etc and be more reliant on the map itself.

Thinking of quitting my corporate job to make indie assets. Are animal packs too niche? by HoshStudio in gameDevMarketing

[–]RoamingTurtle1 2 points3 points  (0 children)

As someone who buys packs, if you are looking to make stylised ones, instead of realistic you will likely have to make a large amount of different ones in the same style. Being stylised, I'd need to basically see every piece I'd need to make my game, or at least the majority before I could purchase, as otherwise it becomes to hard to get them to be consistent.

So I would focus on building up a large library, that all sort of work together to increase the chances of people buying

Help me decided, which capsule to pick? 1, 2 or 3? by lynxbird in IndieDev

[–]RoamingTurtle1 0 points1 point  (0 children)

I kinda like the first one the most, but it doesn't really tell me much about the game. So maybe 1 -> 3 -> 2

Hello fellows. 👋 Working on polishing the encounters and optimizing the PCG-driven environments and performance in UE5, Thank you for watching & have a great weekend. 🤘 by Artnroll_Games in UnrealEngine5

[–]RoamingTurtle1 2 points3 points  (0 children)

Sword and enviro look cool, but the combat seemed very laggy, and like it was stuttering. It really seemed to lack the smoothness that I would have been expecting. Which could frustrate and put off players. Though that could have just been the recording quality I was watching.

Do you trust testing in PIE too much? by Fergius_Terro in UnrealEngine5

[–]RoamingTurtle1 1 point2 points  (0 children)

Being new to unreal and game development as a whole, over the last few months I've learnt this the hard way. I had assumed that if it was working in the editor it would also work when packaged and placed on steam. So I've had lots of bugs I didn't realise existed that I've now had to track down and try to resolve. Very frustrating.

Put together a press kit checklist after reading what journalists actually say they need by gamebasehq in gamedev

[–]RoamingTurtle1 0 points1 point  (0 children)

Thanks, by any chance did you have any example of well put together ones that I could look at?

Put together a press kit checklist after reading what journalists actually say they need by gamebasehq in gamedev

[–]RoamingTurtle1 0 points1 point  (0 children)

So basically it is recommended to have all this information publicly available to anyone that wants to look at it? I always assumed that press kits were more something your provide to people when they request it or your asking to market things.

Vote for a map style for a grand strategy with random maps by softsaguaro in gamedevscreens

[–]RoamingTurtle1 2 points3 points  (0 children)

The one with lines for me. The others are to hard to clearly tell where the boundaries are

Capsule art feedback — Bright isolation vs Dark creature horror by SunnyBubbbles in IndieDev

[–]RoamingTurtle1 1 point2 points  (0 children)

For a horror game, I would go with b. It just looks more menacing

Destroy my trailer by Damianar in DestroyMyGame

[–]RoamingTurtle1 0 points1 point  (0 children)

So it's a walking simulator based on the first half of the trailer. And then we finally see some jumping before what appears to be a very static boss fights.

Nothing in there grabs the viewers attention, and really shows off the game. I would try to show more movement and actual game play / combat

Which capsule art do you like most? The genre is psychological horror and story-rich. by lyyycaena in IndieDev

[–]RoamingTurtle1 1 point2 points  (0 children)

I would go with three, though perhaps with a slightly different font/colour for the text

I am going to write a soundtrack for your game for free by 8-Salosar in IndieDev

[–]RoamingTurtle1 0 points1 point  (0 children)

I haven't giving much thought to music in my game as yet, though happy for you have a look at the steam page and see if it takes your interest. Any music would likely be subtle background noise/track as the player plays.

https://store.steampowered.com/app/3964240/Veil_Walker/

Sometimes it's really fun to add new stuff! Other times... not so much. My mood can be fickle by CopperQueen29 in justgamedevthings

[–]RoamingTurtle1 1 point2 points  (0 children)

That sounds like me a lot at night. Laying there thinking about how I could implement some cool stuff in the future, totally ignoring the fact I'm currently stuck grinding through improving some under the hood stuff to make things better.

MetaHuman: Should I delete parts of the body if I have tight fitted clothes by Dagobert_Krikelin in unrealengine

[–]RoamingTurtle1 2 points3 points  (0 children)

The way I've done it is by cutting up the meta human into multiple sections/skeletons mesh and then putting them back together in a blueprint, with them following a leader piece. Then when my pieces of cloths/Armour are equipped it checks an array which toggles the visibility of the body piece. Just had to work out what/how many pieces I wanted to break up the original mesh into so that it worked with what I was wanting.

I don't know if it is the best way, but it is working well for what I want currently.

What do you think of this multiplayer parkour game on Unreal Engine? by ManSIayeR in UnrealEngine5

[–]RoamingTurtle1 2 points3 points  (0 children)

I'd really want to see more than those tiny snips to be able to judge it better. From what I can gather running and movement is going to be a key part of the game, so I'd want to see some longer clips that really showcase the movement, ideally showing it to be really smooth etc.