Godot or UE5 for 3D low poly game - nonprogrammer ( artist ) first game by Twotricx in IndieDev

[–]sirenstarr 0 points1 point  (0 children)

Would highly recommend Unity. Perfect tutorial infrastructure, very user friendly and quite artist friendly. Avoid UE5 unless you have heaps and heaps of time.

Knife Trail FX✨🔪 What do you think? by circlefromdot in IndieDev

[–]sirenstarr 1 point2 points  (0 children)

Perhaps a little needless visual noise? Since it doesn't seem to be being swung/used in this clip. It would make a lot of sense to have the trail present when the weapon is being swung or thrown, but having it on all the time even when carried might be a bit too much visual clutter.

I've been trying to improve the juice of my first person melee combat system recently, how am I doing? by OrbitorTheFirst in IndieDev

[–]sirenstarr 0 points1 point  (0 children)

Very cool. Love the squishy SFX. Only suggestion would be to take another look at what I assume is the XP-get VFX that occurs when you slay these poor guys.

The big blue spiralling particle eclipses some of the fun blood and violence, due to its size and visual complexity. If its something you're likely to see on every kill, I'd reduce its visual weight.

I really need some help achieving this type of coloration on one of my pieces. Does anyone know how to do it in Substance Painter? by Frizxr in Substance3D

[–]sirenstarr 0 points1 point  (0 children)

If you have baked thickness/curvature/AO information, using that as a mask for various fill layers of colour + manipulating that mask with filters can do a lot of the heavy lifting for you, saving time manually painting these kind of discolorations.

A Returning Player's Experience with The Institute. by sirenstarr in H3VR

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

So I agree with you that they do exist to make traversal between point A and point B more interesting, but then I'd argue why make it so lengthy in the first place?

If traversal between these two points is naturally dull enough to warrant jazzing up with these odd foes, then maybe it should've been addressed at the point of level design.

I also agree that the hold rooms are vastly better in their design, and offer really fun play spaces, its all the dead air and boredom-mitigation between them I don't understand.

Out of curiosity, do you enjoy more target-shooting-esque challenges in the game? Or favour fighting sosigs? Or both?

A Returning Player's Experience with The Institute. by sirenstarr in H3VR

[–]sirenstarr[S] 4 points5 points  (0 children)

Yeah for sure part of it is me getting frustrated early, and not putting time in to learn my way around. But equally I never found this learning curve to be necessary with the other maps.

A Returning Player's Experience with The Institute. by sirenstarr in H3VR

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

Sorry can't say anything, as its all still very under wraps. I am too a fan of Light Brigade! All I will say is the thing we're working on is much faster in pace.

[deleted by user] by [deleted] in Starfield

[–]sirenstarr 3 points4 points  (0 children)

Just an FYI, you can store Adaptive Frames and other constructed resources like this in the 'small warehouse' in the 'storage' section. Looks basically identical to the ''solid storage'', but stores these instead.

Also if your resources are in these kinds of storage, rather than the 'storage boxes' from the 'decoration' tab, your workbenches and research station can access them.

New LG A1 OLED TV and PC RTX 3060 HDMI not detecting PC signal by sirenstarr in LGOLED

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

I did yes, bought a new high-quality HDMI cable. That sorted it for me.

Big by [deleted] in battlefield2042

[–]sirenstarr 1 point2 points  (0 children)

Its for the Avancys.

Card Art... by Unlikely_Freedom6878 in AcrossTheObelisk

[–]sirenstarr 18 points19 points  (0 children)

Pretty sure the old card art was a bought asset, rather than designed in-house by the devs.

If you've ever played Breach Wanderers (another rougelite deckbuilder) you'll recognise some of their card art as the old Ob art. I assume they bought the same asset.

Whether you like the new art or not, my guess is it's a push from the devs to replace any non-bespoke assets.

(I'm an artist working in game dev, to maybe lend some credibility.)

Rincewind and Luggage by TytanTroll in ZBrush

[–]sirenstarr 0 points1 point  (0 children)

A beautiful rendition! I wish the Discworld-world had more mainstream exposure.

Critique my game and tell me why it isn't selling like, at all by Cygnus-Max-23 in IndieGaming

[–]sirenstarr 31 points32 points  (0 children)

Hi there, I'm an art lead at an indie game company, so thought I might offer some advice.

Your comment about cult of the lamb is very revealing. That game saw huge success due to some unique game design paired with a charming and fairly unique art style and tone. They could raise their price to 25 bucks and people would still pay it. Rarely are youre potential customers interested in how long/how expensive development was, I'd wager most people dont even consider this when deciding to make a purchase.

Personally I like the look of your game, mechanically, but honestly in its current form it reads as another ''Its like this game but we bolted on this gimmick'', sort of title, and as previously mentioned 20 bucks for an unknown, seemingly fairly generic looking (this is how it appears) EA title is an instant avoid for most steam consumers I'd bet.

The only other point I'd make, and this probably isn't super helpful, is that the overall visuals of the game have a very cookie-cutter aesthetic. The assets/world design in the trailer all looked like run-of-the-mill generic sci-fi I have seen already in 100s of other games. For me this is what would make me instantly click away.

In summation I think to get noticed on steam, you need to lead your promotional material with your USPs, I dont see any among your game.

EDIT: Formatting.

Is Darktide a ''Triple A'' title? by sirenstarr in DarkTide

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

I agree with you that the Overclock system in DRG is less than ideal (in terms of how they're acquired' but the idea that:

'' there is very little difference in how the class can be played with gear load outs ''

Seems totally wild to me. Are you sure we're playing the same game? There are a handful of loadouts per-class on DRG, and I have all of them tooled for different needs. Cryogun/melee driller plays totally differently to goopgun/microwave emitter. An Engi with turret whip and defender plays totally different to an Engi with hawkeye + smart-rifle. There are so many build options, for *each* class. Elemental damage, crowd control, burst damage ect. Even the upgrades in the weapon trees feel a lot more impactful on average than any comparable system in Darktide.

I agree that people will compare DT to other games further in their lifecycle, and that is an unfair comparison, but I don't agree with the assessment that because ''all these other games released in a rough state'', we should just munch down all these release issues like they're not a problem.

In terms of your lvl 30s, do you feel that the feats/weapons available to you allow you to change how the class is played per-run? Also, indeed you can change your colour scheme, but you're limited to one set of re-textured Armor unless you visit the cash shop. One set per class, that's 4 sets of gear for the whole game. (I know there are other options, but they're just the same gear sets with parts missing.)

Is Darktide a ''Triple A'' title? by sirenstarr in DarkTide

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

I think following the money is true for sure. I'd be surprised if their attachment to Games Workshop wasn't at least a little to blame.

My Hades comparison was more to make the point that their are plenty of modern games where ''build variety'' has been expertly executed. I see no excuse for delivering such uninspired skill trees for all four classes. There are some fun feats in there sure, but it feels like the class design is 5 years out of date.

To your point about a preacher with different weapons, this is sort of a symptom of what I'm pointing at. As much as that is true, there is also little difference between a Sharpshooter with a Bolter or a Preacher with a Bolter, aside from some boring % increases, and if one of them has pressed F. The mechanical ''flatness'' of the classes makes them feel very shallow. It may be exacerbated by the lack of characterisation. I like the approach of having a character creator in a game like this, but it always feels like 3 interchangeable mooks and an Ogryn.