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 No.22346

I've been working my ass off making this game for more than a year. The destruction system was a pain in the ass to make (what do y'all think?). It's a city mayhem game with Just Cause like outposts, Zelda like dungeons, and Ratchet & Clank like gunplay. I have absolutely no idea how to market the thing. Wish me luck! If u'r a dev, pls tell me how u do ur marketing

Anyway, pls wishlist it if you're interested: https://store.steampowered.com/app/2147890/Demolish_or_Die/?beta=0

 No.22347

>>22346
This is pretty stylish, and I like games where you dodge stuff. Good luck with the game development!

Will there be chihuahuas?

 No.22348

>>22347
Thank you! You'll be dodging a lot of stuff, because the game is bullet hell-ish. And you can bet ur sweet ass there will be chihuahuas! I made collectible AI generated chihuahua pics to be found in the game

 No.22349

>>22346
Seems a little slow, at least for how much projectiles were on screen in these trailers here. Some aspects of it remind me of UltraKill, (ground pound, grapple, dash, robots) Maybe some weapon interactions and difficulty settings?

 No.22350

>>22348
Hell yeah! Think there's a way to copy them to clipboard, or dump to a folder? It'd be neat to find one and be able to set my wallpaper as one of them.

 No.22351

File: 1663297773190.jpg (16.37 KB, 256x256, download (48).jpg)

>>22349
Thanks for the feedback! It's gonna take a few months for the game to be released, so I'm going to be able to adjust the gameplay. I'll see how I can make things faster.

>>22350
I can't spoil the fun for the players of the game! Here's one (1) rare chihuahua as a teaser

 No.22355

Best of luck comrade, I always wanted to be a dev but I'm lazy and I suck at it. Your game looks awesome!

 No.22362

>>22346
Damn dude, it looks pretty cool! You should totally let us play it to give feedback though ;^)

 No.22363

I had no idea you were a game dev chihuahua! It looks super cool, I'll definitely make sure to check this one out :3
What engine did you make this with? I would love to become a game dev sometime ^^

 No.22364

File: 1663332561984.jpg (42.43 KB, 400x402, chihuahua or muffin.jpg)

It better have chihuahuas in it.

 No.22367

>>22346
holy shit chihuahaha is a game dev ttoo? wtf

 No.22368

>>22346
if i whitelist it, will steam tell you whenever i go to poop

 No.22370

File: 1663343835187.jpg (33.98 KB, 680x383, 732164_7a31.jpg)

>>22346
wishlisted
I like it, it reminds me of Earth Defense Force. Maybe add some blood and dismemberment to some of the enemies , just my two cents tho it looks great as is.

 No.22371

>>22346
This is just fucking fun to watch and looks like complete mayhem to play in the best way possible

 No.22372

Looks great OP, any plans for multiplayer?

 No.22374

>destructible environments
>zelda dungeons
wouldn't knocking down walls defeat the purpose of the maze style of level design?

 No.22376

I dislike the visuals,except the effects,those are great.
The game so far sounds incredibly short,and like you're hoping the sandbox will pad the game time enough so players don't see it. (because of the police star system),if there is no point to create mayhem and go all the way to 10 stars except that it's """fun""",nobody will do it nor even care about it.
Is there a progression system or do you have access to all the saints row 4 style powers from the start ?
Outpost fighting is incredibly boring as shit unless they're all uniquely crafted to have different approaches,and their numbers doesn't make me feel that.
Having fully destructible zelda dungeon sounds like schizophrenic game design more than a well though-out idea.
By ratchet & clank gunplay,do you mean interesting unique weapons that upgrade and add more playstyle,or do you mean the camera is from behind and you can strafe ?

 No.22377

>>22376
Could have just said add some plot

 No.22378

>>22377
I mean there is a plot on the game page,it's just making me cringe by calling the villain Galaxy Brain and the city Copistan,so I didn't think I needed to say it.

 No.22382

>>22376
>Having fully destructible zelda dungeon sounds like schizophrenic game design more than a well though-out idea.
Any part can be destroyed does not mean the same as everything together can be destroyed. Suppose some material can only be destroyed by rare ammo. Also you can have explosive material that easily kills the player (which naturally leads to shoving puzzles as you could try to get it out of the way or put some other stuff between the dangerous stuff and yourself before shooting through walls).

>>22378
What if his full name is Galaxy Brain Kautsky and his wife's name is Yeonmi Pork?

 No.22387

File: 1663353238506.gif (672.3 KB, 200x200, typing while stoned.gif)

sorry for the gigantic reply

>>22355 if I can kinda do it, you c
>>22363 ertainly can too!!! I'm using Unity
>>22362 I think I'm gonna make a demo version
>>22364 ya goddamn right it does!!!!
>>22371 thank you :3
>>22370 thank you! And I didn't know about earth defense force, it looks inspiring. Thanks for letting me know about it. With regards to violence, I'm just afraid of it getting too age restricted on steam, because I got bills to pay. If my audience ends up being older than I thought, then I'm gonna go all out with the violence.
>>22372 thank you! No multiplayer for now. Might add it in the future though.

Thank y'all lot! ❤❤❤❤❤❤❤❤❤❤

>>22374 The dungeons aren't destructible. You can destroy anything
>>22382 that is made of concrete in the game, but metal is indestructible,
>>22376 and the dungeons are made of metal. But I like 22382's idea
of adding strategic destruction to the dungeons.

>Is there a progression system or do you have access to all the saints row 4 style powers from the start ?


There's a progression system. The only skill you have from the start is the Slingshot ability, which is the magical grappling hook.

>By ratchet & clank gunplay,do you mean interesting unique weapons that upgrade and add more playstyle


Yes. The guns upgrade with usage, and some work differently after the upgrades.

>cringe names


Do you have any suggestions on what I could replace the cringe names with? Anyway, thanks for the feedback! ❤

 No.22388

>>22387
>No multiplayer for now. Might add it in the future though.
Sure that'll work out? Multiplayer is usually something you code everything around, because netcode. I guess you could refactor stuff once you get around to it, worked out for Minecraft. Might be an even bigger headache than the destruction system (+ reimplementing the destruction system with multiplayer in mind.)
Make sure to use plenty of json files for code reusability, and maybe ease of modding.

 No.22391

>>22388
Fair enough, you really can't underestimate the difficulty of coding for multiplayer games. I don't know if the effort will be worth it for this project, since I don't even know if it's going to sell. If I add multiplayer to this project, it'll be in an update a few months after the full release, like what the devs of a hat in time did to keep the hype going.

 No.22394

>>22391
It won't sell most likely and I'm not trying to discourage you since the game actually looks competent with a fun idea unlike a lot of faceless indie shits. It's just that marketing requires money, promotion requires money, etc. That's the reality we live in. I gave your stuff an honest view and it does look pretty fun, which is more than what I could say about most indie games, but yeah you will need resources if you want to pop.

 No.22395

>>22394
Chihuahua personal advertising army when

 No.22396

Regarding advertising: I think many indie games become popular thanks to getting exposure from YouTubers nowadays. Maybe if there is a somewhat popular YouTuber that could be interested in your game, it might be worth proposing them a free copy to try it out?

 No.22397

>>22396
I wonder if Futakuchi Mana lurks here, given her politics. I saw a tweet of hers showing interest in for The Outbound Ghost giving keys to YouTubers, reviewers and streamers. Maybe chihuahua could reach out to her.

 No.22403

File: 1663367532659.png (136.47 KB, 474x266, m80.png)

>™
>steam

 No.22404

>>22397
You just made me discover her, thank you.
In all seriousness, that sounds like a great idea. She seems to have a decently-sized audience and might be interested in the game. No idea if it's easy to get in touch with her, however.

 No.22405

>>22403
he probably wants to get paid in something other than the approval of sweaty FOSS nerds

 No.22406

>>22394 thanks for the feedback either way ❤
>>22395 one day
>>22403 if u pirate my game i'm gonna tell my dad

>>22396
>>22405
>>22404
>>22397
Yeah, I guess this is the way to go if I want some real traffic. I just had the idea of trying to reach out to a Brazilian youtuber. I'm also from brazilianistan. I guess that BR youtubers probably dont get many requests from BR devs to play their games, so in that case I'd have less competition to deal with.

 No.22411

File: 1663390427172.png (788.13 KB, 1248x702, ClipboardImage.png)

>>22406
>so in that case I'd have less competition to deal with.

chihuhaha rin

 No.22418

>>22387
If I ever make a game I will thank you for the support.
Anyway, I wishlisted it, good luck! I saw your post on Reddit so hopefully that gets you some traffic as well.

 No.22437

this game looks sick great work OP

 No.22438

File: 1663453283808.jpg (32.23 KB, 500x498, chihuahua love (2).jpg)

>>22411
Just looked up this show and it sounds interesting, made me want to watch it.

>>22418
>>22437
Thank you, it means a lot to me, because I've been working nonstop on this, so your kindness made me really happy! ❤❤❤❤❤❤❤❤❤

 No.22480

make vaporwave game pls.

 No.24280

THE GAME IS OUT!!!

Please check it out if you're interested in a power fantasy game where you can destroy anything and engage in cop genocide. The game is not just creating mayhem, of course. The other 70% of the game you'll be exploring dungeons and destroying military bases!


https://store.steampowered.com/app/2147890/Demolish_or_Die/?beta=0

>>22480
i wanted to make a 90's website aesthetic game in the future

 No.24283

File: 1668118764586.jpg (19.76 KB, 641x315, bueno.jpg)

>>24280
Heheheh, look really fun. Kinda like a mixture of Teardown and Crackdown.

 No.24284

the trailer sold me a bit but seems like it could get laggy fast

 No.24285

File: 1668122916707.jpg (17.39 KB, 232x198, 1607458068412.jpg)

>>24280
Its good, the core gameplay loop of cause mayhem and unlock more shit is very addicting. I have some criticisms of certain things but I'll hold off on posting those yet because I still am playing through it. Otherwise, for the price especially, it is a solid and fun game. Knowing that it is early access and can be built upon more in the future is also a major plus. Very cool!
Plus the chihuahua collectibles are adorable!

 No.24286

❤❤❤❤❤❤
>>24285
❤❤❤❤❤❤
omg, thank you so much for buying my game!!! Made me so happy that you're liking it, you have no idea! What do you think about the difficulty of the game? Please write your criticisms on the steam community discussions thingy (if u want to), I really need feedback

uuuh i been thinking about chihuahuas and I uuuuh and the word pause, what a funny word!!! almost as funny as menu!!!!! what am i saying right now

Thanks again!

>>24283 thank you ❤
>>24284 performance is no problemo!(?)!! It runs almost locked at 60fps on my jurassic i5 4440 + gtx 1060 3gb pc

 No.24292

OK, so I tried out the game for an hour or so. It's even better than I expected!
- I love how you can destroy virtually any building in the game
- It is simple to learn and to play
- I like how weapons level up as you use them like in Ratchet and Clank
- You can use vehicles! Plus I love the Just Cause influence
- CHIHUAHUAS!!!!!!
- 10 wanted levels + destructible environment + fun gunplay = CHAOS!
- It's super cheap and you made all of this by yourself, which is super cool!

I can't wait to see what you plan to do with it in the future. I sincerely wish for you that it becomes known to a lot of people, also love you <3

 No.24297

File: 1668226832637.jpg (30.34 KB, 200x210, chihuahua blushing.jpg)

❤❤❤❤❤❤
>>24292
❤❤❤❤❤❤
oh boy oh boy!!! I'm so happy you like it!!!!!! And u even took ur time to write these beautiful words of encouragement, i literally do not deserve ur post. it's been an inhuman amount of work, i can't feel my fingers or my butt and my head is demolished and i'm sorry for taking so long to see ur post, i literally can't think straight right now. i hope you have a beautiful life ❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤

 No.24298

kys namefag

 No.24299

samefag thread

 No.24300

Haven't got around to playing it yet because school, but I'm surprised how quick it downloaded. Thank you for making this game so storage efficient.

 No.24302

>>24286
>omg, thank you so much for buying my game!!! Made me so happy that you're liking it, you have no idea! What do you think about the difficulty of the game? Please write your criticisms on the steam community discussions thingy (if u want to), I really need feedback
Did you see this review yet?

https://www.pcinvasion.com/demolish-or-die-early-access-is-it-worth-it/

 No.24303

>>24299
Samefag on samefag violence.

 No.24304

>>24303
op definitely doesnt have anything to gain by sockpuppeting

 No.24305

Where do I get teh source code and build it on GNU/Linux?

 No.24306

>>24305
op is literally selling it on steam lmao

 No.24309

>>24297
You're welcome! :D
I actually finished the story now. Here are some more things I'd like to say:
- I like the design of the enemies and characters, and the giant mech you get to fight at pursuit level 10 is a really cool idea combined with the destructible environment
- I like the silly story as well! It fits well with the aesthetic and purpose of the game
- The simple, low-poly aesthetic is great and allows the game to run on a potato, people who don't have a fast PC can play it and it should run well despite the destruction
- It's cool there are vehicles but if I had some criticism to make, they don't feel like they have much impact. In my experience, ramming a wall doesn't seem to cause damage
- Speaking of vehicles, do you plan on adding driveable tanks? I thought you could drive the ones that chase you :D
- The map is kinda small and a good chunk of it is empty besides the mountains and outposts. Do you have plans on expending it?
- The animations look pretty smooth! It's nice to look at, especially since you probably didn't have access to mocap ^^
- The game is kinda hard sometimes, since you don't get a lot of healing items and it doesn't give you back the ammo you lost when loading checkpoints (could be an issue in dungeons)
- Finally, I will second >>24302

In the end, I will say that for a game in development by one dev for a bit more than a year, it's pretty damn good! Some things might need improvement, but I have no doubt that you will deliver :D
Once again, I wish you the best of luck for your project and hope it becomes known to a wider public! (sorry for the wall of text)

 No.24310

File: 1668265953121.jpg (21.65 KB, 465x406, chihuahua crying.JPG)

>>24302 oh god, i'mma go commit sudoku real quick brb

❤❤❤❤❤❤
>>24300 ❤ thank you! i hope u'll have a good time with the game
❤❤❤❤❤❤
>>24309 ❤ hey, thank you a lot for the compliments
❤❤❤❤❤❤ and for the feedback! ❤

>It's cool there are vehicles but if I had some criticism to make, they don't feel like they have much impact. In my experience, ramming a wall doesn't seem to cause damage

The vehicle physics are awful as of now, which is the reason why I didn't even put it in the list of features for the game in the page. They're not even close to half-way final. But I've been working on a completely reworked vehicle physics system that works as you'd expect: with suspensions, and each wheel having their physics interactions, as opposed to the whole car being a block, like a goddamn hotwheels car.

>Speaking of vehicles, do you plan on adding driveable tanks? I thought you could drive the ones that chase you :D

uuuuuh, this must be a bug, because I made the tanks drivable. But I made the tank driving script a very long time ago, so maybe I broke it accidentally after the many changes I've been making.

>The map is kinda small and a good chunk of it is empty besides the mountains and outposts. Do you have plans on expending it?

Yes, I'm already working on it! I want to add much more verticality to it too, so that it's fun to explore. I think the world is pretty boring right now. I'll also populate it with much more vegetation and other assets, because it's also rly empty, like you said.

>The game is kinda hard sometimes, since you don't get a lot of healing items and it doesn't give you back the ammo you lost when loading checkpoints (could be an issue in dungeons)

Noted! I'll make the experience orbs u get from enemies give u more health, and I'll see what I can do about the ammo.

>Finally, I will second >>24302

man, that review hit me on the feefees like a truck, but I had to deepthroat that girthy pill at some point. To make the combat feel better then, I'll make the following changes:

-I'll make the enemies react more to each hit;
-I'll make bullet casings come out and make satisfying sounds;
-uuuuuuh;
-Do you think I should make the bullets hit instantaneously, like on almost every other shooter? I made the bullets not so fast because I wanted the feel of a bullet hell game, but maybe that's making the combat feel weightless;
-I'll make nearby explosions and destruction shake the camera;

❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤
❤ Thank you again a lot for the feedback, and for being nice, and for buying my game!!! ❤
❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤

 No.24313

>>24306
There's open source games on steam. I imagine it being early access means there's still time to open source it.

 No.24316

>>24310
>uuuuuh, this must be a bug, because I made the tanks drivable
It could just be a me issue then: tanks tend to run away from you a lot and it's a bit difficult to enter vehicles sometimes (in other words, it could just be me sucking at the game lmao)
That being said, it could be a good idea to make the "enter vehicle" command a bit more reactive. For example, if I want to hijack a vehicle on the road, I have to stand near the driver door in order to get in. Maybe it could be worth it to change the hitbox so that you can enter the vehicle just by standing anywhere near it, or anywhere near its cabin? I dunno.

>Do you think I should make the bullets hit instantaneously, like on almost every other shooter? I made the bullets not so fast because I wanted the feel of a bullet hell game, but maybe that's making the combat feel weightless;

Personally, I don't think you need to do so, but you can make them go a bit faster if you will (IIRC that's how it works in Just Cause 4).

To give the combat a bit more weight, I think these might be good ideas:
- A recoil system: the more bullets you shoot, the more they spread until you stop shooting, and each weapon has a different recoil (I don't think there is recoil in your game)
- While weapons have different level up rates, projectiles, damage types, ammo capacities and damage, some feel kinda similar (Assault Rifle and Laser Rifle comes to my mind). Maybe there could be a way to make them feel different? Like, the Laser Rifle is more accurate and deadly, but really doesn't carry a lot of ammo (which is rarer) whereas the Assault Rifle is spray and pray (lots of ammo, but meh accuracy and power compared to the Laser)
- In my experience, the Rocket Launcher is great at destroying the scenery, but other weapons (like the Sniper Rifle and the Shotgun at Lv3) seem much more efficient to destroy vehicles and mechs, which is kinda contradictory for an anti-tank weapon (plus the most expensive one in the game? I don't remember which one is the most expensive one)
- Is there a command to aim precisely? I didn't find out if I could use the scope of the Sniper Rifle or not. If not, you can make it usable for some long-range action :D
- You could also make melee combat more interesting I think? Most of the fighting is gonna be done with firearms, so I'm not sure about this one

If I have more suggestions and criticism, I'll make sure to come back here and tell you ^^

 No.24324

File: 1668310310245.jpg (63.46 KB, 400x545, lizard with hands.jpg)

>>24305 i'm gonna make a linux version if the game sells well xoxoxoxooxoxxoxoxo

>>24316 holy shit dude, i should be paying u, not the other way around
i don't know if it's because my brain is fried, but u'r making suggestions that didn't cross my mind. what a gigachad/stacy, what a legend!!! If i ever make it big, I'll surely buy u a goat. Hell, maybe I'll have enough money to buy you two whole goats if I steal enough of ur ideas

>tanks tend to run away from you a lot

I did this on purpose. It's because the tanks are pretty powerful, and I didn't want to make it too easy for the player to steal one. But I'm 80% sure that the tank script probably doesn't work anymore, and I forgot to adapt it to work with the rest of my current spaghetti code.

>the combat pizzazz suggestions

dicks out for u for these suggestions! I had completely forgotten about recoil and accuracy. And making the recoil and accuracy specs change according to the level would surely make things more interesting.

>Is there a command to aim precisely?

Yes! It's 'Z'. But I forgot completely to make any kind of instruction in the game that tells you this. I was thinking right now about making a dialogue between Catnip and Kimo start when the player buys a sniper rifle:
Catnip: Nice choice with the Sniper Rifle, I mean, the lemonade! Press 'Z' to zoom while using the… lemonade. because he's undercover, using the lemonade stand to sell guns
Kimo: Press 'Z'? What is that supposed to mean? Who are you talking to? as kind of a fourth wall break

What do you think? Oh yeah, and speaking of dialogue, did you find any of it cringe? What did you think about the plot twists and cutscenes? And what about the music? Oh boy, the music, it was so much work.

 No.24326

>>24324
>Kimo: Press 'Z'? What is that supposed to mean? Who are you talking to?
I love these kinds of jokes in games.

 No.24327

>>24310
A weapon getting louder sounds, adding camera shaking, and bigger explosions (as purely visual effect without additional physical damage) are all extremely superficial compared with a change making the weapon just remove more health from the enemy, no? I would call the first three changes cosmetic. Even adding more pushback or stun to a weapon is a stronger change than these cosmetic ones.

Maybe I have ADHD, but I always feel that games are too slow when they don't have enough super-instant interactions. Even an arcade brawler feels too slow to me if there isn't a regular appearance of some enemy/object that can be destroyed in one hit plus some effects from just walking into/over something.

 No.24332

>>24324
>holy shit dude, i should be paying u, not the other way around
>u'r making suggestions that didn't cross my mind. what a gigachad/stacy, what a legend!!!
Thank you for the kind words! also, I'm a guy if you were wondering :D

>the tutorial dialogue

>What do you think?
I like it! It's fitting for the tone of the game and I love 4th wall breaks :D

>Oh yeah, and speaking of dialogue, did you find any of it cringe?

Not at all! Since overall, the game has a pretty lighthearted tone, I found it fitting and funny.

>What did you think about the plot twists and cutscenes?

<cutscenes
They're pretty well done! Because of the low-poly aesthetic, it kinda reminded me of Clone Drone in the Danger Zone (if you know that game), but with much smoother animations!
<plot twists
I found the fact that Galaxy Brain has the body of a chihuahua hilarious! It had to be expected, because you love chihuahuas, but it's still a pretty funny funny plot twist and the dialogue that follows ("I assure you I'm a true manly Chad inside!") made me chuckle a bit :D
Also, I liked how Catnip thinks you're too dangerous and betrays you in the end, effectively serving as a true final boss. You also foreshadowed that when at the Hideout, he says he's working on "something you shouldn't worry about", which is good.
That being said, what is Kimo exactly? He's obviously pretty edgy and loves to cause destruction (which fits with the goal of the game: to blow shit up)

>And what about the music? Oh boy, the music, it was so much work.

The music is pretty good as well! The soundtrack is dynamic (it changes depending whether you're in combat or not) and it's original (no royalty free premade music to be found). I have no idea how much hard it is to make music, but overall, it's good! The dungeon boss theme (which you used in the trailer) stood out the most in my opinion. Speaking of, do you plan on releasing the soundtrack somewhere? Like on Steam, Spotify or YouTube?

 No.24335

File: 1668342881493.png (1.52 MB, 1242x1215, ClipboardImage.png)

>>22387
>thank you! And I didn't know about earth defense force, it looks inspiring. Thanks for letting me know about it. With regards to violence, I'm just afraid of it getting too age restricted on steam, because I got bills to pay. If my audience ends up being older than I thought, then I'm gonna go all out with the violence.
I think that's a good idea to tone down the violence. I tried to play EDF with my little cousin and he took one look at all the blood and he was like "I don't think this game is for kids. :("

Also as far as multiplayer, add local co-op at least. Should be easy and sometimes I buy games just because they have local co-op so I have something to play with the fam.

>>24310
> oh god, i'mma go commit sudoku real quick brb
It's pretty awesome you got as far as you already have and I know it will only get better. Keep it up.

 No.24336

>>24335
new fear unlocked

 No.24337

I will not buy your game.

 No.24344

Put me in your game please.
I need Stirnerist representation in vidya games.
I need to see myself in your game before I buy it.
Please, OP

 No.24346

File: 1668359477279.mp4 (753.58 KB, 480x360, milkman.mp4)


 No.24351

>>24346
Beautiful.
I feel so represented. 🥹

 No.24353

>>24346
Is this Psychonauts?

 No.24354

>>24344
>stirnerite
>buying anything, let alone software
IT'S A TRICK

 No.24355


 No.24356

>>24355
Thank you

 No.24382

More feedback for the game. I managed to grab a tank! It works, for the most part, BUT:
>pressing right mouse button instead of left mouse button to fire the cannon is counter-intuitive, plus the player can still use the Slingshot while driving it
>it's actually easier than I thought to hijack a tank, and it's pretty OP
>there is a machine gun on it, but it doesn't seem usable. I think making it usable would make AI tanks more dangerous while giving the player another way to defend while in a tank
>after it got destroyed (I was still in the tank), I got completely stuck. Enemies couldn't shoot me, missiles could still chase me but they went through me instead of exploding. As a result, it softlocked the game

Other than that, I see you have brought some slight adjustments to combat with the latest update, it's pretty cool! So far, the only issue I have with the new recoil system is that the Shotgun seems to have the same recoil as the Pistol (can't tell about other weapons for now, I started a fresh game to see what was new ^^)

Thank you very much for your great work, chihuahua! <3

 No.24383

>>24382 (me)
Oh, forgot to add: I think adding some sort of double jump might help the player feel more mobile overall, but I'm not sure if it's a good idea.

 No.24392

Update from sunday!!!_____________
Combat:
-Recoil added to the guns;
-Cops now perform a damage animation when hit, and get stunned for a brief moment;
-Made it so Cops are pushed away when hit;
Visuals:
-Made shaders and textures that look wet for surfaces that were previously flat and boring;
Bugs Fixed:
-Blueprints not appearing if you destroy an outpost, but die before getting them;
Difficulty tweaks:
-Experience cubes now give 2x as much health to the player;
-The player's health is now 25% higher;
-Made a dialogue line where Catnip explains the importance of Experience cubes;
_______________

I've got a lot of stuff done today, but didn't add in an update yet.

❤❤❤❤❤❤
>>24332
❤❤❤❤❤❤ hey, sorry for taking so long to respond, i had a bunch of power surges were i live!!! >:CCCCCC
aw shiet i'm so happy u like the story & dialogue & cutscenes & plot twists & music!!!!!!! I was rly afraid these were cringe. I'm also rly happy that it made sense to you, because it it all took a lot of planning, even for such a simple story.

>That being said, what is Kimo exactly?

He's a secret bio weapon from the Copistan government to be used against its geopolitcal adversaries.

>Speaking of, do you plan on releasing the soundtrack somewhere? Like on Steam, Spotify or YouTube?

I'm still undecided. I was thinking about putting it on spotify for free kind of as a marketing strategy, to make listeners of the album maybe want to try the game. But maybe I should sell it separately, I don't know. And thank you for the compliments! :3

❤❤❤❤❤❤ thank you so much!!!!! I was going to do this testing, but didn't have time yet, do you just saved me precious time!
>>24382 ❤ ve time yet, do you just saved me precious time!
❤❤❤❤❤❤ I'll be adding the bugs you found from the tank driving mechanic to my endless list of bugs to fix
>the Shotgun seems to have the same recoil as the Pistol
Thanks for letting me know! I just looked here and you're exactly right! I forgot to give the shotgun a unique recoil strength. And, I'm glad you like the recoil system! Do you think the fact that it moves the aim by rotating the camera nauseating or something? It's this way in counter strike too, so I'm thinking maybe it's not so bad to do it this way(?). Alternatively I could make a recoil system without a camera rotation change, but by reducing the aim accuracy and making the aim reticle expand.

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>>24335 ❤ that img is hilarious
❤❤❤❤❤❤
>I tried to play EDF with my little cousin and he took one look at all the blood and he was like "I don't think this game is for kids. :("
aw man, i've had this exact same thing happen to me too! I also have a little cousin, and I've seen this exact reaction from him when I was showing him skyrim or something. Made me so bad, like "damn, did I traumatize the kid?"
>It's pretty awesome you got as far as you already have and I know it will only get better. Keep it up.
thanks aw, that's so nice of you ❤❤❤❤❤❤❤❤❤❤❤❤❤
i will not disappoint!!!!!!

>>24344 i didn't know about this Sterner guy. I just looked it up and he sounds like an absolute sociopath. i'll put u in the game on the condition that this guy's philosophy doesn't boil down to sociopathy because i want everyone to be happy & feel good

 No.24407

>>24392
>I'm still undecided. I was thinking about putting it on spotify for free kind of as a marketing strategy
That sounds like a good idea!

>Do you think the fact that it moves the aim by rotating the camera nauseating or something? It's this way in counter strike too, so I'm thinking maybe it's not so bad to do it this way(?)

I didn't find it nauseating (then again, I played a lot of games including VR ones), so I don't think it's a bad way to do so.
>Alternatively I could make a recoil system without a camera rotation change, but by reducing the aim accuracy and making the aim reticle expand.
Honestly, that was what I had in mind for a recoil system when I made the suggestion, but I don't know which of these two systems would work out best in the end. On this note, I think you shouldn't hesitate to make polls to ask players which option they prefer if you hesitate.

>i didn't know about this Sterner guy

Sorry to barge in especially considering I unironically don't read a lot of theory lmao, but if I'm not mistaken Stirner, while pretty edgy, didn't support "Uniques" imposing their will on other "Uniques" or something? My understanding of Stirner boils down to "I'll do whatever the fuck I want if it pleases me" and "our current society is full of spooks (including what we consider moral or not) that enslave us, let's get rid of them", don't know if that's actually the case. I don't think his philosophy boils down to "be a sociopath", however. It's better to ask someone who knows him better, sorry for the intrusion.

 No.24427

not bumping this time, because this is way past excessive sef-promotion at this point, sorry everybody

Update from yesterday!!!!!___________
Misc:
-Added distance-to-collision-sensitive camera shaking;
-Pedestrians now also get stunned by bullet hits;
Audio:
-Made a sound for bullet hits on human flesh;
-Made sounds of the Shotgun pumping, and of the Sniper reloading;
-Made it so concurrent enemy gun sounds don't overlap, which was rather ear-violating;
-Fixed the issue of pistol sounds making the audio system reach sound count limits, making other sounds not play;
Bug Fixes:
-Reward Stand in the dungeons freezing if the reward was already collected;
-Text for "Screen Space Reflections" not showing in the quality options menu;
-Sand footsteps playing when it shouldn't;
-Player aim debug visualization showing up when closing the weapon store;
Difficulty tweaks:
-Increased player weapon recoil;
-Reduced the value of the coins;
____________

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>>24407
❤❤❤❤❤❤
>Honestly, that was what I had in mind for a recoil system when I made the suggestion, but I don't know which of these two systems would work out best in the end. On this note, I think you shouldn't hesitate to make polls to ask players which option they prefer if you hesitate.

Oh yeah, I forgot I had a poll I made for the steam community discussions forum thingy! Here it is: https://strawpoll.com/polls/ajnENRjwkgW this one is about suggestions on what I should focus on
I think I'll make one about gun recoil later also.

>Sterner

fai
r eno
ugh VERY cool


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