i am working on a game thats an fpsthird person

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Anonymous09/09/26, 10:01No.747210151
I am working on a game that's an FPS/Third person shooter. I want to know what you want? Already implemented. >diegetic health bars for 1st and 3rd >non-diegetic health bar for 1st along with additional HUD >true first person >dead space camera >f key to swap between two position camera like fallout nv I'm at my minimum wag job for the next 8 hour's, what you post here will be what I will add to my game design. Game is.. >Dead space meets virus meets pandorum *sci fi on a space station, ship and colony* I will see you in 4 hours, on break now. >>747198203 [/v/thread/747198203#p747198203] Previous thread
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Anon09/09/26, 10:05No.747210313
Is this your first game?
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Anon09/09/26, 10:13No.747210689
Where are the pregnancy mechanics? The futas? What are the bondage mechanics like? >It's not porn Then what's the point?
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Anon09/09/26, 10:18No.747210854
Stuff reflected on the player model. Upgraded armour? Extra plating or scifi bits visible post upgrade. Tons of ammo? Clipazines attached to the suit in various places. If you're really gonna be impressive maybe have taking damage leave scratches or dents on the suit that only gets buffed out at suit stations (assuming your game has those),
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Anon09/09/26, 10:20No.747210925
Trans allegory
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Anon09/09/26, 10:22No.747211016
>what you want? An original idea.
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Anon09/09/26, 10:24No.747211083
actual different endings a la wing commander secret objectives that unlock story elements the nature of your relationships with characters branch dialog trees and actually change what happens in game, maybe if you don't blow up that thing in area D then the bleeding heart maintenance girl wouldnt hate you and would help you in area F, or something like that
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Anon09/09/26, 10:24No.747211092
Wasting hours on shitty details nophono cares about instead of designing and testing core gameplay shows you have zero talent in game dev
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Anon09/09/26, 10:25No.747211131
>unreal engine lmfao you did zero work
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Anon09/09/26, 10:27No.747211240
Why are you focusing on mechanics? You're not supposed to make a good game, nobody has time to play those
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Anon09/09/26, 10:32No.747211457
The concept seems like a good foundation.BUT I'll be honest anon, I don't even buy triple A UE5 games, I'd never buy a fucking indie game made in UE5.If you're serious about your game, convert it over to Unity while you're early. Don't kneecap it with performance issues and insane storage requirements, the indie market share isn't big enough that using UE5 and cutting off customers is a good idea.
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Anon09/09/26, 10:34No.747211520
Sexy loli protagonist wih a GOAT OST.
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Anon09/09/26, 10:35No.747211569
The last fucking place to actually ask for advice is from gamers who barely understand what they experience in the medium, you should know that. Just make what you want to make and don’t expect it to pay. Otherwise, go work for a studio instead.
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Anon09/09/26, 10:37No.747211669
What genre are you aiming for, OP? Survival horror, an FPS with some horror elements (think FEAR), or a 'shock game? Is it something else?Sounds like you've got a lot of design ideas, but not so many mechanical ideas. Give us a little more to go on here.
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Anon09/09/26, 10:38No.747211715
Oh it's the Virus anon, good luck to you.
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Anon09/09/26, 10:49No.747212161
Don't try to please people, they don't know what they want. Just make what you want and get then feedback on it.
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Anon09/09/26, 10:52No.747212283
Sorry mate I'm not interested in buying an Unreal Engine game ever again
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Anon09/09/26, 10:54No.747212392
Dead space healthbar spinePut it somewhere else or change the shape of the bar - people will say you are a doodoo head which copied dead space
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Anon09/09/26, 11:02No.747212794
>dead space meets virus Virus as in, the 1999 movie Virus?
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Anon09/09/26, 11:40No.747214459
>I want to know what you want? >truly dark areas illuminated only by your flashlight (add a toggle for the normies to have a radial light around your character to not be "in the dark" for real) >dismemberment system for enemies >a scene where you get "rescued" like this with blinding lights and a dozen soldiers with riot shields shooting at you (just say it's a reference) : https://youtu.be/mBVDBz7UjIA?t=62 before they all get killed
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Anon09/09/26, 11:42No.747214539
Cool
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Anon09/09/26, 12:20No.747216326
the healthbar is too stiff it should curve along the spine
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Anon09/09/26, 12:25No.747216562
where penis meter
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Anon09/09/26, 12:37No.747217236
If a harder type of enemy if merely a bullet sponge that acts like regular enemies, it's not a hard enemy but a tedious enemy. Make them behave differently. If you're going to have cutscenes you don't want ugly characters. The people who don't care about this will buy even a game with attractive characters but those who care won't buy a game with ugly ones. Don't bother with DRM. People pirating it might lose you some sales in short term but if it's a good game the word of mouth marketing will net you sales in long term. And it's probably going to be cracked anyway so you wasted your effort/money. If you're going to have yellow paint only enable it for the easiest difficulty level. Options menu that lets you customize graphics and keybindings. It's absurd how even in the current year some games that come out don't have this basic functionality.
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Anon09/09/26, 12:41No.747217478
Fuck it. >gore needs to mean something, it should convey damage dealt through the amount of blood displayed, and should make some level of sense in the environment instead of being goofy "he was stabbed to death 50 times on the ceiling" stuff, not that it should be limited in application, just that it should make sense when it shows up and be used to imply an environmentally conveyed story >blood decals should almost never despawn based on time, can have a limit that starts clearing them in a FIFO style system but they should remain for as long as possible >for the love of god bake the fucking lightmaps and don't just rely on lumen, static lighting works fine for most scenes where time doesn't change, you can use real-time light for highly dynamic lights emitted from moving props or to get really nice effects through water, but it should be kept to a minimum >gun-tism type elements can be fun in moderation, forcing the player to manually cycle a weapon after an empty reload may seem jank and pointless, but it also works really well as a way to increase tension in a fight taking place in a horror setting, however making the player partake in /k/ like rituals between fights such as swapping attachments and cleaning everything gets really fucking tedious really fast >make the guns satisfying to use but limit their use by limiting ammo, shitty weapons are shitty, good weapons that you can't use a lot make are satisfying and drive tension
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Anon09/09/26, 13:04No.747218792
Interesting. What are you trying to accomplish with this game? Also did you work for a major company or something?
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Anon09/09/26, 13:34No.747220729
I HAVE RETURNED FROM WORK. GIVE ME A FEW MINUTES TO TAKE A DUMP AND WE'LL GET STARTED.
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Anon09/09/26, 14:04No.747223152
A fishing mechanic integrated into the core gameplay like Big in Sonic Adventure 1
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Anon09/09/26, 14:07No.747223510
Are you using unreal?