Is it fun?
Is it fun?
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full game is out?
Since the 17th
NEW GAME
NIGHT STALLION
HURR WITTY
It was fun at first but I just got to the oooga booga dude up to the hospital and it's dropping off for me.
Everything is well done and polished except for character models and the fact that shooting enemies doesn't feel very good. There's almost no reaction and not even a wound decal is made on the enemy.
Intentional Resident Evil style bad dialogue
I hope
Been following this for years but the demo is terrible. Unresponsive shooting (hitting specific limbs makes little difference and shots have no feeling of impact) the character models are horrible. The dialogue is just bad. The inventory menu has an animation that makes it infuriating to use every time especially because the game doesn’t pause during.
Playing this just made me play REMake2 after how dirty an unpolished daymare was.
Formerly on the dev team here. I told these guys the exact same thing but they thought they could polish it through. They used cheaply made models because a real character modeler isn't among their ranks, the one they had went to help with No More Room in Hell 2 instead of this. None of the team really understands what makes gunplay good either, they literally just see it was "you shoot gun and do damage, what else could you want?"
FYI, sometimes the shot will miss your target and then a second later do damage to the target and cause a blood spurt as if the game was lagging. I have no idea why this happens and neither do they.
Damn I’m sorry u didn’t have mode of a role to influence, it’s the devs like u we need to give us the product we want that get overshadowed by lead directors ignorance.
Any reason why the zombies gotta barf on you instead of biting or clawing?
Is it for budget reasons so its only one animation, is it for programming because a mob of attackers is too hard or is it to avoid being too similar to RE?
Can you explain this excellent writing ?
It is how it is. This was just a fan project afterall.
Unfamiliarity with Unreal Engine on part of the guys doing the rigging. They couldn't get proper biting and clawing animations to play without them looking silly as hell so they thought "well vomit is pretty gross and unexpected" and just added a single animation that blasts particles and effects on you instead of something even slightly more complex.
They did swiping and clawing attacks for different enemies which do look silly as shit but they hoped people wouldn't get a good look at them because the idea is that you'd be running away and couldn't see the animations/dark maps would hide it
I watched aris play it and for sure discount tyrant looked like stretch armstrong when it clumsily wobbled towards the player.
He needs to flush plastic Zelder and go back to Daymare. That shit's hilarious.
Dialogue was written on the spot, basically. They had the story written and the major events done but decided to fill out the rest of the dialogue as they went along. In this particular case the voice actor fucked up his take but the guys liked it so it was kept as a "homage" to old RE dialogue like said. The subtitle for that scene reflects what was SUPPOSED to be said but the subtitle itself was left as it was instead of changed to fit the new line since they just didn't think it important to change it.
So no more room in hell 2 is actually moving along with progress ?
It's still pretty early in development but they've got maps somewhat finished. It's functional at the moment but nowhere near close to release. I think they're doing themselves a disservice using the Unreal Engine. It's just not for people that haven't spent a good year at least to learn it and indie games always come out jank on it as a result.
>Been following this for years but the demo is terrible.
ggmanlives said it was great
ggmanlives is a known shill and chronic liar. "ITS AN INDIE GAME BUT THERES NO MICROTRANSACTION OR DLC SO ITS 10/10 BUY IT" is not a review
>they just didn't think it important to change it.
The devs seem to have some odd priorities.
For example, why on earth were the developers so stubborn about not having key rebinding in the game? There are literally plugins you can download from Github to add key rebinding to your Unreal Engine 4 project. It's the kind of thing a single game developer could add in a passable form in a single afternoon.
Simple enough. It was an intended feature that was simply put off until they accidentally forgot about it entirely.
Okaaaaaay. Weird project. Strikingly competent in some places, slipshod in others. Hopefully they make enough money off it to fund further development.
It started as a smaller fan project and grew into a commercial product. That caused as many hiccups as you'd expect.
DAYMARE
WHOOAAHOOOOO
FIGHTER OF THE NIGHTMARE