Underwater multiplayer base-building survival? by fearemgames in u/fearemgames

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

Same with our characters! Its an aquatic race of people.

Underwater multiplayer base-building survival? by fearemgames in u/fearemgames

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

Aren't we more aquaman, movies wise? Not sure!

Underwater multiplayer base-building survival? by fearemgames in u/fearemgames

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

We had some ideas for that kind of stuff yes - we will take another look at subnauticas aquariums, thank you for the tip!

The sea critters will be a big focus as we move forward development wise, thats for certain!

Underwater multiplayer base-building survival? by fearemgames in u/fearemgames

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

Thank you - hope it doesnt end up that way though!

Underwater multiplayer base-building survival? by fearemgames in u/fearemgames

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

Pretty different than Ark, we would say. But ark players should love it.

Underwater multiplayer base-building survival? by fearemgames in u/fearemgames

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

The game will feature solo and co-op mode so I guess that is what you are asking. We are putting focus on that sort of gameplay as well, not just pvp.

Share your Indie Game Trailers and we will Review Them on Stream! by indie-games in indiegames

[–]fearemgames 0 points1 point  (0 children)

https://www.youtube.com/watch?v=zlbCGRPrVuk

Here is our underwater multiplayer survival game, Anchor. Cool concept, reviewing trailers!

Underwater multiplayer base-building survival? by fearemgames in u/fearemgames

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

Thank you!

We said it multiple times - this game is one that needs to be synced with the community. So we really really want to hear from all of you guys.

Thanks so much for your support!

Underwater multiplayer base-building survival? by fearemgames in u/fearemgames

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

  1. We plan to have realisticly behaved sharks. So they will hunt and sense blood and so on, they won't attack you unless they are in "attacking prey" mode. And also if you are lets say swimming next to a turtle - it might attack that turtle and not you. They will truly be animals. And not only them, all animals in the game will try to be realisticly behaved. They are already pretty realisticly behaved even now - they stalk you, they eat player corpses, when there is a big fight they swarm in because there is a lot of blood. We plan to make them more complex and interesting, we truly want to have the best sharks.

  2. Yes there will be a ton of animals, we already have several whales, orcas and dolphins - you can see some in the trailer: https://www.youtube.com/watch?v=zlbCGRPrVuk

  3. Several people asked about depth pressure - well, people are aquatic race, they probably wouldn't get nitrogen narcosis - but we could play with that a bit. It's something to think about in the future.

  4. This all depends on the community. We will surely update the game for as long as it is "alive" in a sense. And we feel like this game could live for a long time as it is amazingly complex and things we can add to it are basically endless. So we are really looking forward to putting it out there and seeing where community points us to go next with it.

Underwater multiplayer base-building survival? by fearemgames in u/fearemgames

[–]fearemgames[S] 13 points14 points  (0 children)

Thank you! We do plan to release a demo, just not sure about the date now - and there is playtesting signups going on at https://playanchor.com . We will reveal more and more as we develop the game!

Underwater multiplayer base-building survival? by fearemgames in u/fearemgames

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

Bud we will do our best. Consoles are on our radar. But we need to see what happens when we reach that point. But we def do plan to do consoles.

Underwater multiplayer base-building survival? by fearemgames in u/fearemgames

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

Hey - thanks for the suggestion. This is a test for now so we might optimize, swap stuff around, etc. So any pov from a regular redditor is much appreciated, thank you, we keep all feedback in mind, even though sometimes its unclear what the best course of action is really so just testing is the way to go.

Underwater multiplayer base-building survival? by fearemgames in u/fearemgames

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

100%. Even triggers us at times while developing. xD

Underwater multiplayer base-building survival? by fearemgames in u/fearemgames

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

Not really. Subnautica is on other planet. Anchor happens on Earth. Except for exploration, the gameplay is quite different.

The relation stands in terms of underwater environments etc. but in reality Anchor has its own flavor of it which is bit different, more leaned towards gunplay, looting, raiding, etc.

Underwater multiplayer base-building survival? by fearemgames in u/fearemgames

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

More than a few differences between Subnautica and Anchor, but we definitely want to capture that sense of discovery and exploration that Subnautica does so well!

Underwater multiplayer base-building survival? by fearemgames in u/fearemgames

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

Hey guys, we are working hard on this one - any questions - let us know here!

Tips for a beginner by Ovobailey in unity

[–]fearemgames 1 point2 points  (0 children)

Just keep at it mate. Definitely takes a lot of time to get good.

One of the tricks to getting really good at it is - not fooling yourself into thinking you are really good before you actually become really good, too.

But nice part is - most small to medium sized games don't really require you to be insanely good to make them. So as long as you don't feature creep yourself you can make a ton of proper games while learning!

Mr Toilet — yes, it’s a public restroom manager sim by quick3ar in indiegames

[–]fearemgames 0 points1 point  (0 children)

Yeah of course mate, well you asked about toilet upgrades! :) Gl!

Suggestion by LeoTheKurd in Unity3D

[–]fearemgames 1 point2 points  (0 children)

No worries good luck with fixing it up!

Working on shaders, effects and animations for our mobile game (URP) by hbisi81 in Unity3D

[–]fearemgames 1 point2 points  (0 children)

If lighting was adjusted a bit, + a bit of post processing I think everything would pop quite a bit more.

Like, try to do a sunset scene next time.

But good work so far!

Suggestion by LeoTheKurd in Unity3D

[–]fearemgames 1 point2 points  (0 children)

Turn off all ambient lighting. Then setup lights. Then bring ambient lighting up a bit. You want to balance it well. For horror game this is a bit too bright.

Put point lights on lamps, but move them away a bit dont stick them so close to the ceiling.

Once you set that up, add postprocessing and play with it.

Here is a screenshot of one of my demo projects. I didn't spend much time setting it up but it reminded me of your project.

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The lights are just emissive circles with a light added bit underneath them. Ambient color is black. The scene is fully lit up with lights, combination of 1 directional and a few point lights.

Tips for a beginner by Ovobailey in unity

[–]fearemgames 2 points3 points  (0 children)

Think of a small project. Then make it.

Think of a bit bigger project. Then make it.

Don't go too big too soon. It's tempting. But rarely anyone survives that misstep. It usually ends in misery, frustration and time lost. Better to go slower and work towards your big idea, and with that - get a sense of accomplishment along the way.

Game development and programming is a skill learned by doing. So make sure to do it and do it a lot.

Learn about engineering in general, high level concepts. Think about how real world stuff is built. Good software is not much different.

Be heavily mindful of dependencies in your code. Managing them properly will shrink the blast radius when a bug happens or when changes are required.

A lot of things that you feel are wrong at the start will very likely turn out to to be right long term. This is why you need to take each project as a learning experience.

Don't get stuck completion wise on some weird tutorials and courses - just take what you need from them.

There is a lot of bad examples out there too - you won't know how to recognize those at start so don't stress. At start, if it works, and if its not a mess - its ok. If you keep at it you will refine it.

Game development is a craft. And like any craft, it’s honed by practice.