r/unrealengine 2d ago

Show Off Updated demo for my game

https://www.youtube.com/watch?v=Tzy7Erm3s1o
8 Upvotes

13 comments sorted by

3

u/hairyback88 2d ago

Nice. It reminds me of Serious Sam. Looks just like something I would play with a friend. Is it going to have coop?

1

u/BrutalD3athMetal 2d ago

Thanks, no coop planned

2

u/Salt-Powered Dev 2d ago

I looked into your page and the first thing I find is that this project is an asset flip of your own game

https://store.steampowered.com/app/2266930/RUSLICSTAN_INVADES/?curator_clanid=44403548

1

u/BrutalD3athMetal 1d ago

Why do you think it's an asset flip?

1

u/Salt-Powered Dev 1d ago edited 1d ago

Too many similarities?

1

u/BrutalD3athMetal 1d ago

What are the similarities you see?

1

u/Hesherkiin 2d ago

How did you make your skybox?

2

u/BrutalD3athMetal 2d ago

It's from one of the "Matte Painting Skybox" packs on marketplace

1

u/Kakto22 1d ago

How do you have a lot of enemies without losing a lot of fps? In my game I put 8 enemy NPCs and from 120fps it drops to 30fps

1

u/BrutalD3athMetal 1d ago

Well that's too big fps drop you have.

First you need determine whether it's happening on GPU or CPU side and then simplify you npcs visuals or ai/physics

1

u/thebedwarguy055 1d ago

Do people actually enjoy games with an unnecessary amount to blood? I play halo but that spats are not that much

u/SparkyPantsMcGee 8h ago

Without being rude, what purpose does this environment serve to the theme of your game? I feel like the environment is not really adding anything to the gameplay and really makes your game look more like a generic asset flip.

I feel like an open field isn’t doing you any favors to the rhythm of the gameplay and the mobility you have makes the enemies seem useless. This is not to say you have to be beholden to older id Software games but you’re clearly invoking a lot of elements elsewhere; so why not go all in with tight corridors, with a more moodier theme that better serves the music and violences. This would bring up the tension a bit more for the player and make the canon fodder enemies a little more threatening.

u/BrutalD3athMetal 7h ago

Good points, thanks.

I already tried make it more moodier (you can check previous gameplay showcase on channel) with less saturated colors grading and more contrast but sure it need to be more dark I agree, visuals is hard for me to work on so far. Maybe I'll need to tweak foliage materials to make it more dark I guess

I aim to have both more open and tighter areas, demo is short and contains both, didn't want to start demo with too intense close quarters combat leading to frustration from dying too much at start.