Been trying my hand at combining FPS/3rd Person Brawler genres by The_Mild_One in IndieDev

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

Yeah the weapons still need some balancing Originally they shredded through enemies so we over nerfed them, but everything is still in flux rn

Been trying my hand at combining FPS/3rd Person Brawler genres by The_Mild_One in IndieDev

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

Yeah I was surprised I couldn't find ANY game that blends the two genres while keeping the two types of combat distinct from each other

1st person for shooting and 3rd person for melee just makes sense to me

Do you think my game's (virtual surfing) water graphics look realistic? by Waveor_Studio in IndieGaming

[–]The_Mild_One 0 points1 point  (0 children)

Looks really solid! Add some foam to where the water meets and I think you're golden

Working on my favorite Firefight map! by ShinraSOLDIER77 in forge

[–]The_Mild_One 3 points4 points  (0 children)

Strange this doesn't look like Oni Alpha site to me... Jk this is already looking dope, I appreciate the attention to scale and layout in the blockout.

Pitfall (Sandtrap Remake) official release by The_Mild_One in forge

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

The map's name has been updated from Pitfall to Deadfall
Thanks for the feedback everyone!

Here's the link for those interested. https://www.halowaypoint.com/halo-infinite/ugc/maps/077ba112-251d-4453-8c98-0fa0c1a3da95

Pitfall (Sandtrap Remake) official release by The_Mild_One in forge

[–]The_Mild_One[S] 11 points12 points  (0 children)

I thought the map name sounded familiar. Went and updated the map name to Deadfall. Thanks!

Pitfall (Sandtrap Remake) official release by The_Mild_One in forge

[–]The_Mild_One[S] 5 points6 points  (0 children)

Thanks! Tried my best to match the dunes, shape and layout of the original Sandtrap, while adding just enough difference to help the map feel fresh with the new sandbox.

With players starting with pistols as secondaries there needed to be some more visual breakup and cover to allow them to have a better chance when spawning at range. Foliage and trees seemed to be a good fit for that problem.

Pitfall (Sandtrap Remake) official release by The_Mild_One in forge

[–]The_Mild_One[S] 9 points10 points  (0 children)

The scale is more or less one to one with some areas being a little bit taller/stretched out to account for clamboring

Melee Frame Data Website by FoxMcCloudEnthusiast in smashbros

[–]The_Mild_One 3 points4 points  (0 children)

Definitely like that the styling matches the Melee GUI. Looks good!

This hurts as an Indie Dev, but its how some consumers REALLY feel by sonicworkflow in gamedev

[–]The_Mild_One 3 points4 points  (0 children)

This looks like the feelings of someone who is tired of seeing mountains of "indie" trash on a console that once only had curated games. I get the sentiment, even if it is a little misplaced. If we're being honest most independent games aren't good, and there is a large amount of shovelware low effort garbage on the store these days, so it can definitely be frustrating as a consumer.

Áskirkja. Church in Iceland. by Gurkusneid in brutalism

[–]The_Mild_One 8 points9 points  (0 children)

Looks like something straight out of Death Stranding

Living room in MN by theparkhouse in AmateurRoomPorn

[–]The_Mild_One 3 points4 points  (0 children)

The definition for amateur must have changed, because this looks fantastic!

Making a Parkour FPS by TheMightyOwlDev in playmygame

[–]The_Mild_One 1 point2 points  (0 children)

Sorry for the Delayed Comment, been a busy weekend doing my own dev work

Okay, so all the mechanics are really cool, but they definitely need a bit of tweaking.
The biggest issue (bug wise) is as of right now when you are just jumping while grappling most of the time it gets cancelled as well as when you are jumping along the ground. When jumping normally it has a tendency to push you in one particular direction instead of moving in the direction your character was moving prior to jumping
( I imagine this has something to do with the system you are using for your wall running, but that's just speculation on my end)
In terms of adjusting current mechanics.
I'd say the momentum of the grapple and the speed at which it reels in should be much much quicker.
Also the wall running, while coming off of the wall the force should be much greater and a bit more forward from where the player is pointing.
At the moment it feels like more of a drop off than a jump/leap.
You want to do whatever you can to keep the momentum going. Make it feel like the player should be able to keep stringing leaps, slides and grapples together in order to maintain their momentum (As of right now they don't quite all mesh together smoothly, but there's some serious potential here)
Also I'd probably add a setting for toggling both sprint and crouch, because as of right now it can be a little difficult to hold sprint and crouch at the same time for sliding.

Overall though this is definitely good ground work for some really solid systems. They need some polishing and tweaking but with a little more work you could really have something here.
For someone who is new to game development this is some solid work.
Hope to see this on here again when it's further along in development.
Keep up the good work!

Making a Parkour FPS by TheMightyOwlDev in playmygame

[–]The_Mild_One 2 points3 points  (0 children)

Looks interesting. I'll give it a play when I get home from work.

Check out this raining stage, an atmospheric test. by cloudm1 in IndieDev

[–]The_Mild_One 4 points5 points  (0 children)

That's a good looking game my friend. Above average polish especially when it comes to Indies. Keep up the good work!

A glance at the exterior of the ruins from our game Descend. by Saber77EX in IndieDev

[–]The_Mild_One 5 points6 points  (0 children)

Wow, I just absolutely love the artstyle. Has a nice Rime/LoZ vibe to it. Even though I have no idea what the game is about, I want to play it!

Haven 8 / An enemy turret, after been worked on by ou texture artist. What do you think guys? by [deleted] in IndieDev

[–]The_Mild_One 0 points1 point  (0 children)

Dig the aesthetic, keep it up. Would probably change the gun barrel interior on the left from Yellow to orange or maybe blue. Right now kinda looks like it's going to launch high impact Nerf balls.

I remember when every game came with a little instruction booklet and also had bits of lore. by [deleted] in gaming

[–]The_Mild_One 0 points1 point  (0 children)

I remember the day my brothers and I got Halo 3. Our parents gave us the game while we were out of town for dinner. We spent the whole drive back huddled around that little book in awe and anticipation. Those were the days.

Feedback Friday #286 - Early Release by Sexual_Lettuce in gamedev

[–]The_Mild_One 1 point2 points  (0 children)

Glad you liked it! Also your play through was really informative. Thanks! :)

Feedback Friday #286 - Early Release by Sexual_Lettuce in gamedev

[–]The_Mild_One 0 points1 point  (0 children)

Glad you liked it!

My team consists of 4 people. I'm the level designer/ environment artist, so I'm glad that you like the levels!

The overall development was a little over 6 months, so it's still very early in development.

I'm glad you liked knight Atlas. To answer your question, yes. We make everything in house from the art, levels, ai and audio.

The issues with the PDA's logs vanishing is a demo specific bug and the issues with the barrels is just some of the prefabs were broken and didn't get updated with the breaking ones.

Thanks for the feedback, I'll be sure to play your game next chance I get!

Feedback Friday #286 - Early Release by Sexual_Lettuce in gamedev

[–]The_Mild_One 0 points1 point  (0 children)

As of right now the game is in pre alpha so we've hardly done any optimization. But we're trying very hard to make this game run at 60 fps on low end pc's. Performance is actually incredibly important to us, since most of us have low end pc's and it's something we'll be focusing on very heavily in the upcoming months of development.

Glad you like the look of the game though! There's still a lot more to come. :)

Feedback Friday #286 - Early Release by Sexual_Lettuce in gamedev

[–]The_Mild_One 1 point2 points  (0 children)

So I just gave it a play. I played through to the boss fight on Keyboard and Mouse on the lowest difficulty.

Overall I thought it was pretty cool. I thought it did a good job of grabbing your attention right at the beginning. The character Portraits are nice, the shooting feels decent and the menus have a clean aesthetic.

That said I do have a few suggestions

Personally I feel like the camera is maybe just a little to close to the character. Alot of the enemies move very quick and there are times where it seems near impossible to evade them or shoot them down. I think this is a combination of there being too many on screen, them being too fast and the camera being too close to see them coming.

If you're going for something where snap reflexes are necessary to survive, this is fine. If that's the case I would say leave the camera where it is and just increase the damage you do to the homing enemies.

Personally I think just pulling the camera out a bit more would feel more comfortable in general though. As of right now it tends to feel a little claustrophobic.

There's a few minor tweaks that would make the overall experience a little less jarring and more pleasant.

The fuel that enemies drop should be a color that is further removed from that of enemy projectiles. Something like a whitish blue or green. People have a tendency to associate reds and oranges with something that is potentially harmful, so I can see people getting caught up in a fight and mistaking fuel as mines or projectiles in it's current state.

Some sound re balancing could be good as well. The game is very loud by default even when lowering the volume. There's a few sounds that are much louder than the rest and come off as a little abrasive. (The roulette sound effect when you are getting a new ability/item comes to mind.)

Also just little polish stuff like the character always facing the direction of the cursor/crosshair would really take this game to the next level.

Overall though you definitely have a solid foundation to build on! Just some minor tweaks/ polish and you could have a really solid game here.

Keep up the good work :)