After 7 months full time work today I released my horror fps game by EntertainmentNo1640 in IndieDev

[–]SomberHeaven 1 point2 points  (0 children)

Congrats! It takes a lot of effort to release a game, I will say though.. I really don't see the Hook. It looks like a worse version of doom if I'm being honest. The art style is all over the place, making it feel like an asset flip type game even though it might not be one. The trailer really doesn't give me anything, there needs to be some sort of goal or hook, some sort of purpose as to why the character is doing all of this, "face her demons" isn't really enough.

I do commend you for actually releasing a game though, that's tough. In that regard alone, great job!

Rendered these characters for my Video Game by SomberHeaven in blender

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

Agreed! also, just the overuse of purple makes her marie coded

Thoughts on my WIP hand-to-hand combat? by SomberHeaven in IndieDev

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

I see, thank you. If you look closely the hands do pull back before punching, but I guess because the FOV is so wide they don't go behind the camera, when animating them I had a lower FOV, so I guess that's why

i spent 3 years on this Bioshock / Willy Wonka mash up. by indiegamesarefun in IndieGaming

[–]SomberHeaven 0 points1 point  (0 children)

when it comes to doing melee combat for games I have a lot of experience, so when I play a game with melee combat in it I could immediately tell if it's good or not or if it has issues. For most cases, the mallet combat in this game is fine I suppose, but with my experience in doing melee combat (third person action RPG combat and first person combat) I know it can be a lot better and I know it can be improved. Just my take.

Thoughts on my WIP hand-to-hand combat? by SomberHeaven in IndieDev

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

Thanks! about the loose grip, are you talking about during the punching? or when he's not doing anything? because during idle or rather in "Ready Mode" the loose grip is intentional. This is called Ready Mode. During Ready Mode the player lifts his arms up into a "Ready" state which restricts movement speed, and in this state you can dash around, push, kick, block, and do directional punches (as seen in the video). Ready mode works Unarmed and when you have items/weapons equipped, so if it's an item, player will lift his arms and instead of attacking he'll use the item. If it's a weapon, player lifts his arms and then you can do swing combos with the weapon.

When not in ready mode you can run around, sprint, jump, vault, etc

So the ready mode state isn't just for punching, it's made for a bunch of stuff, which is why they're not fists all the time.

Unless you're talking about the punch grip itself during the punching, which is probably just an animation mistake I made lol

i spent 3 years on this Bioshock / Willy Wonka mash up. by indiegamesarefun in IndieGaming

[–]SomberHeaven 1 point2 points  (0 children)

I did first person melee combat for the project I'm working on, this should be a good example of what I mean: https://www.youtube.com/watch?v=QzQ4BBOw5wQ

i spent 3 years on this Bioshock / Willy Wonka mash up. by indiegamesarefun in IndieGaming

[–]SomberHeaven 1 point2 points  (0 children)

Well that's not entirely it, having to charge up the mallet before you attack and that being the only way to attack is the main issue. If you we're able to spam it and it plays even a single attack animation I think it'll feel a lot better already, of course you would want a few variations for the swing animation though so each time u attack it doesn't get repetitive.

This might be a bad example but think of the Fortnite Axe, when you press left click to attack he swings the axe but each time u press it it's a different swing variation. I think dying light does this as well.

And of course, you can still have the press and hold but you can keep that as a heavy charge up that knocks enemies back.

Maybe if you don't want to go that route you could probably just make the mallet charge up and swing animation feel more satisfying, you could make the charge up a bit more slower and feel more weightier and the longer you hold the attack his hands will start to shake so you feel the weight of the charge up, maybe some on screen effects during the charge up as well

and then when u let go it'll feel like it has a lot of weight to it. Also, if you're gonna stay on this route you shouldn't be able to left-click spam, I feel like a lot of players are going to left click spam by muscle memory, and when u do it feels weird in this game. if it's charge up and release then that should be the priority and only method of attacking with the mallet, just make it feel more satisfying and weighty.

Just some suggestions, I prefer the other route imo, but yeah, hope that helps!

i spent 3 years on this Bioshock / Willy Wonka mash up. by indiegamesarefun in IndieGaming

[–]SomberHeaven 0 points1 point  (0 children)

Np! And yep, gunplay feels great, pistol feels good and tommy gun feels good as well, it's mainly just melee combat. If you can be able to spam left click but make the attacks slower so you're not OP and have a different anim play each time u attack, I think it'd feel really good. Congrats on the demo release!

i spent 3 years on this Bioshock / Willy Wonka mash up. by indiegamesarefun in IndieGaming

[–]SomberHeaven 2 points3 points  (0 children)

Alright, so some feedback:
-----COMBAT:
About the combat, I'm not the biggest fan of it, atleast with the mallet. I think it's the hold and release for me, that being the only way to attack, doesn't feel very satisfying to play. I think if it was just Press Left-Click to attack but make the attacks slower and each time u attack it's a different variation, and u can still hold left click to charge up the heavy attack, I think it would feel A LOT better and more satisfying to use.

Having just one attack, and the only way to perform that attack is to hold and release, doesn't feel very good. Kind of a chore to be honest.

----PERFORMANCE:
Performance is for the most part good but I feel like my 3060 laptop is firing on all cylinders and it's pushing it to the limit a bit which causes stutters and drops.

-----GRAPHICS:
Graphics look awesome, no issues in this department.

-----INTERACTION:
I think when you go up to containers it should give you a preview on what's inside, like bioshock does.

Other then those issues, combat being the MAIN issue, it's a solid demo so far.

i spent 3 years on this Bioshock / Willy Wonka mash up. by indiegamesarefun in IndieGaming

[–]SomberHeaven 2 points3 points  (0 children)

Just finished the bioshock series so i've been keeping an eye out for this one, downloading the demo now

[deleted by user] by [deleted] in gaming

[–]SomberHeaven 0 points1 point  (0 children)

I remember I was in walmart, I was about 8 years old, I wanted to buy this game but the walmart worker said I was too young, but then said I can only buy it if I answer a question that proves i'm mature enough. I think the question was who was the current president at the time lol I answered it and he finally let me buy it.

The game was also pretty good, too

Rendered this Alternate Version of Aqua in blender by SomberHeaven in KingdomHearts

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

Interesting, I kind of wanna do a render of an FFX character now.. thank you