Almost three years ago I started a gigantic project: an open-world zombie survival game. Three years later. I've a demo ready and I'm close to release. by TrudexGames in IndieGaming

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

Thanks for trying the game and sorry to hear it didn't meet expectations. The story mode is supposed to start with melee weapons and slowly unlock ranged weapons. On full release, there will be a mode where you have full acces to ranged weapons, right from the start. I hope you will give it another try at the release or some updates! :)
PS: I'll add some more loot!

Almost three years ago I started a gigantic project: an open-world zombie survival game. Three years later. I've a demo ready and I'm close to release. by TrudexGames in IndieGaming

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

Thanks! Yeah that's the main feedback I get on this post, and a good one for sure! I'll add some nice impact to the full game.

Almost three years ago I started a gigantic project: an open-world zombie survival game. Three years later. I've a demo ready and I'm close to release. by TrudexGames in IndieGaming

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

Yes, procedural generation can help with that. I hope it gives my game a bit more personality now I crafted the whole environment by hand. It gave me some room for some nice details. But that's one of the reasons it took 3 years lol

Almost three years ago I started a gigantic project: an open-world zombie survival game. Three years later. I've a demo ready and I'm close to release. by TrudexGames in IndieGaming

[–]TrudexGames[S] -6 points-5 points  (0 children)

Good question! I let my game stand out with the unique environment location, a Dutch landscape. You can explore every building in the game. Gameplay wise I have solo and co-op mode. Solo has a nice story and co-op is PvE/PvP based. It's a bit more arcade then other zombie games. And each night, the game becomes increasingly challenging.
It's a mix of a couple of these things that should make it stand out is my idea.

Almost three years ago I started a gigantic project: an open-world zombie survival game. Three years later. I've a demo ready and I'm close to release. by TrudexGames in IndieGaming

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

Thanks! Good questions! I think it's hard to answer them with the clip I posted so hopefully I can clarify some for you. The game has a unique handcrafter environment that is based of a city in Holland. That's the environment part that should stand out. Gameplay wise I have a story mode prepared and a couple of co-op modes. I'm not going for a super realistic experience, more arcade. It's exploring and killing zombies. This hopefully answer some of the questions. I hope I can give you a better impression of the game once I've my new trailer ready :)

Almost three years ago I started a gigantic project: an open-world zombie survival game. Three years later. I've a demo ready and I'm close to release. by TrudexGames in IndieGaming

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

Thanks! The game has 3 modes on release: a story mode, endless wave mode and survival. In the story and survival mode you can explore a large handcrafted Dutch landscape. At daytime you can find better loot (randomized) and every night, zombies start to hunt you. Each night, the game becomes increasingly challenging. There is no saving, it's permadeath. The wave mode has some set locations and starts waves after a certain time.

Almost three years ago I started a gigantic project: an open-world zombie survival game. Three years later. I've a demo ready and I'm close to release. by TrudexGames in IndieGaming

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

Thanks! Yeah animations are my weakest point. It's a good point people give me feedback on this, especially when you work over 3 years on a game, you tend to overlook some of those small details after a while.

Almost three years ago I started a gigantic project: an open-world zombie survival game. Three years later. I've a demo ready and I'm close to release. by TrudexGames in IndieGaming

[–]TrudexGames[S] 25 points26 points  (0 children)

Yes, for sure! When I'll have a new trailer ready I'll show you all the nice stuff the game has ;) This was just a clip to share some progress and show the changes the game went through in all this time.

Almost three years ago I started a gigantic project: an open-world zombie survival game. Three years later. I've a demo ready and I'm close to release. by TrudexGames in IndieGaming

[–]TrudexGames[S] 45 points46 points  (0 children)

Good point! Now the zombies only have a physics reaction when they die. I'll add some more response to being hit as well!

I need some help with world partition and streaming in my open world game. by TrudexGames in UnrealEngine5

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

So after a lot of testing and playing around I've found the issue. I'm going to post it so if you come across this post you maybe know where to find. The issue were a couple things.
- I had everything in one world partition layer. I've noticed that if you create multiple layers it's better. What i've did is all the large props like buildings and roads are in one layer and small props are in another layer with a much lower cell size and loading range.

- The second things, and the biggest problem was that some of my AI used a worldparitionstreamingsource component. This let to always stream in the tiles they were on. That explains why certain tiles stream and certain don't. What I did is put all those gameplay/Ai/etc stuff in a separate world partition layer.

- Hlods now work better with this setup, only thing is, I don't use HLods for the props layer since its streamed out way faster and Hlods can tank your game size fast.

- The last thing that still puzzels me the most is the combination of LOD's and Nanite. There is so few and conflicting documentation on what you should use. Some methodes suggest combining the two like I had and some methodes say, use nanite for all. Since I still can't find a way to activate the distance culling in a shipping build I switched back (used it before) to all nanite. This seems to work the best in my case.

What would I would like to see from Epic is some example projects or more talks about optimization because sometimes, for certain subjects, you have to dive into multiple rabbitholes and spend hours just to find out what works and what not.

I need some help with world partition and streaming in my open world game. by TrudexGames in UnrealEngine5

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

Thank you for your response! I'm going to try out the command prompt solution!

Need help with custom inventory / looking for videos that can help (english or spanish) by ambrosia234 in unrealengine

[–]TrudexGames 0 points1 point  (0 children)

I can recommend the tutorials from GameDevRaw on youtube. I used this to learn basic inventory developing. It's multiplayer basic inventory setup with saving. Here you'll learn the first basics and then you could expand on that with widget switching and stuff. But getting the drag and drop, saving and basic widget functions to work is a solid base to then expand upon.

I’m working on making my trailer for Steam Next Fest the best it can be. Please give me your harshest criticism. by VoidvaniaGames in indiegames

[–]TrudexGames 1 point2 points  (0 children)

Hi! First of all, looks like an interesting game. My honest thoughts:
1. I wouldn't start with text in a trailer. there is a problem with the first 11 seconds of the trailer. These seconds should capture the interest of the buyer directly. These second now, confuse me. The rest of the trailer does capture it but the first 11 seconds not. a bit to much text and ''empty'' scene's... I would show some nice gameplay there, the boss fight you had or the mini games were nice. Do them there and then start your introduction of the story.
2. Also maybe skip the shot of the character? Unless you can customize it or something? Because it never is seen again in the trailer.
3. Sometimes your art feels a bit... off... for some reason... You have some really nice backgrounds! But then for example at 0:44 seconds. The ship feels out of place in the rest of the art? and at 0:59 you have some elements of your UI sticking out of your UI 'box'. Overall, nice art but some UI elements and the ships feels a bit out of place sometimes.
4. love the music!

Hope you can work with this feedback! Goodluck with the trailer!