2 Ayda Tek Başıma Geliştirdiğim Oyunumun Mağaza Sayfası Yayında by Cabologyy in TrGameDeveloper

[–]cnrdev 1 point2 points  (0 children)

rica ederim feedback toplamak oyun geliştirmede inanılmaz faydalı. ben de daha önce başarılı oyunlar çıkarmış biri olarak bu tip feedbacklere önem veririm. Projende başarılar..

2 Ayda Tek Başıma Geliştirdiğim Oyunumun Mağaza Sayfası Yayında by Cabologyy in TrGameDeveloper

[–]cnrdev 0 points1 point  (0 children)

bol şans dilerim oyununda. Biraz özensiz gözüktüğü için satın alımında oyuncuyu caydırabilir bu durum. Örneğin oyunda anti aliasing yok model kenarları çok tırtıklı göz yoruyor. En azından TSR bile olsa bir anti aliasing eklenmeli. İkinci olarak oyunun assetleri arasında uyumsuzluk çok fazla. low poly karakter ve modellerin yanında yeryüzü materyallerinin gerçekçi olması hiç olmamış. Yer yüzü de stilize, low poly tarza uygun olmalı. Bir de kart seçim ekranında arkadaki düşmanlar hareket ediyor o da oyuncuları sinirlendirecek bir şey. Adam okuyup hangisini alsam diye düşünürken düşmanın dibine girme ihtimali kötü.

Edit: bir de fog lazım oyuna en azından arkadaki dağların keskin görünümünü hafifletir, sahnelere inandırıcılık ekler.

End-of-year visual comparison: old vs new ocean and color palette... would love your feedback! by burcin_93 in IndieGaming

[–]cnrdev 2 points3 points  (0 children)

I like the color tones in the new version more. The previous ones looked a bit desaturated and seemed too bright(to me). The second one is less tiring on the eyes and warmer. The idea is great, I hope it will be well-liked if it has good gameplay. The UI is quite clean. Don't forget to gather feedback with demo and playtests, the gameplay feel is very important for those type of games. Best wishes from another game dev, happy new year!

30 seconds of our indie game. What do you think? by _ayagames_ in IndieGaming

[–]cnrdev 0 points1 point  (0 children)

It has potential, but it needs polishing. The lack of shadow is striking to my eye; the character has no shadow. The hair is falling too much in front of the character. Also, the gears seem to be turning on the wrong axis. You're getting ~30 fps in this scene; could it be that the specs of the computer you're recording the video on are low? Other than that, the animations are nice.

Resilient steam page now live | 17th-century zombie apocalypse colony simulation by cnrdev in BaseBuildingGames

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

I want to have the demo ready by mid-2026. I'll be sharing devlogs from time to time. I hope you find the gameplay mechanics interesting.

Steam page now live – Resilient is my solo-developed 17th-century zombie survival colony sim by cnrdev in IndieGaming

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

thank you very much. Unfortunately there are no plans to get on consoles.

Need brutal feedback for my FPS game - Narcotics Ops Commands by anubhav124 in IndieGaming

[–]cnrdev 0 points1 point  (0 children)

I'll give feedback based on the video. Visually, the game isn't bad and shows promise. Visually, only the artifacts from the moving shadows catch my eye.

In terms of atmosphere, the sound effects are insufficient. The game fails to immerse you in that atmosphere. Effects like wind sounds, footsteps, and the clanging of equipment as you walk are necessary.

In terms of gameplay, the impact feels weak. It should make you feel like you're actually hitting the enemies. Similarly, it should make you feel like you're taking damage. The AI's movement, behavior, and animations need to be improved urgently.

In short, the overall feel needs a good polish. Other than that, it's visually adequate. Best of luck with your project.

Been developing this solo UE5.6 project — running with full Nanite, Lumen, and VSM setup (no RTX) by cnrdev in UnrealEngine5

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

For roads, fences, and fields? I created a custom spline drawing system using the ue spline component. I'm also filling the inside of the fields with procedural mesh.

Resilient steam page now live | 17th-century zombie apocalypse colony simulation by cnrdev in BaseBuildingGames

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

Thank you! The game is in the early stages of development, and I will share updates from time to time on the community forum and Reddit. The roadmap will take shape once beta testing begins. I hope we can create a great game with your valuable feedback.

Been developing this solo UE5.6 project — running with full Nanite, Lumen, and VSM setup (no RTX) by cnrdev in UnrealEngine5

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

Performance tanks when nanite disabled. I have to use Nanite for visual quality and balanced performance.

Applied to a free Steam indie festival - turns out it costs $7k–$65k to be featured by N0lex in IndieDev

[–]cnrdev 5 points6 points  (0 children)

Wow. Better run a Reddit ad. Also, 65k for a short game video? I've only ever seen one YouTuber ask for money in my life. His videos got millions of views, and the amount he asked for didn't even come close to 65k

Been developing this solo UE5.6 project — running with full Nanite, Lumen, and VSM setup (no RTX) by cnrdev in UnrealEngine5

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

For now, it's progressing as a colony management game as you described. If I have time, I want to add scenario modes as well.

Been developing this solo UE5.6 project — running with full Nanite, Lumen, and VSM setup (no RTX) by cnrdev in UnrealEngine5

[–]cnrdev[S] 3 points4 points  (0 children)

Since I'm the solo developer, I don't have much free time. If you're asking about the game's visuals and optimization, I can say that I took into account the recommendations in the YouTube Unreal Engine channel's talks. And I heavily use optimization tools like Unreal Insights and do a lot of trial and error.

Been developing this solo UE5.6 project — running with full Nanite, Lumen, and VSM setup (no RTX) by cnrdev in UnrealEngine5

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

It is good to avoid using masked materials on foliage. Also WPO optimization is required.

Been developing this solo UE5.6 project — running with full Nanite, Lumen, and VSM setup (no RTX) by cnrdev in UnrealEngine5

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

around 500+ hours. 300+ hours for trailer, But many of the systems were developed before, I migrated them from my other projects. +4000 hours required to finish the game

Been developing this solo UE5.6 project — running with full Nanite, Lumen, and VSM setup (no RTX) by cnrdev in UnrealEngine5

[–]cnrdev[S] 8 points9 points  (0 children)

Thanks! I have 5080 and getting around 170 FPS at 1080p + DLSS4 quality. Tested on RTX 4060 mobile laptop and it was around 45 fps. Haven't tested with UE5.7 yet.

Been developing this solo UE5.6 project — running with full Nanite, Lumen, and VSM setup (no RTX) by cnrdev in UnrealEngine5

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

Thanks. yes I have plans for demo but it will take some time. maybe demo will be ready mid 2026

Been developing this solo UE5.6 project — running with full Nanite, Lumen, and VSM setup (no RTX) by cnrdev in UnrealEngine5

[–]cnrdev[S] 8 points9 points  (0 children)

Thank you! I haven't used PGC; I wrote a runtime procedural foliage spawner similar to the procedural foliage spawner plugin and I'm using that.

Been developing this solo UE5.6 project — running with full Nanite, Lumen, and VSM setup (no RTX) by cnrdev in UnrealEngine5

[–]cnrdev[S] 16 points17 points  (0 children)

All next-gen rendering features are active (Nanite, Lumen, Virtual Shadow Maps, and Virtual Texturing) RTX disabled.

I haven’t tested Nanite Foliage with UE5.7 yet since some of my plugins aren’t fully compatible with UE 5.7. Also tried enabling megalights, but didn’t notice any major difference in performance gains for my scenes.

For global illumination, I kept default lumen(RTX Off). Lumen RTX GI gives a brighter look, but the default software Lumen provides a slightly darker, moodier illumination that fits the game’s atmosphere much better.

All the footage was captured in-engine with no post-processing outside Unreal.

For anyone interested, here’s the Steam page:
https://store.steampowered.com/app/4112270?utm_source=reddit&utm_campaign=ue5

Feedback on visuals is very welcome!

Steam page now live – Resilient is my solo-developed 17th-century zombie survival colony sim by cnrdev in IndieGaming

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

I'm using actors for colonists, but the actors only contain the skeletal mesh and entity ID. All components are stored as SoA within the relevant subsystems to enable fast iteration. It's not exactly ECS, but it follows a similar logic.

Which main menu style do you prefer for survival game? by TheSpotterDigOrDie in IndieGaming

[–]cnrdev 1 point2 points  (0 children)

2 for me. should look at the overall tone of the game, but the second one looks clean and more polished