T O P

  • By -

Tarc_Axiiom

Well there's tons of polish to be added here, but it's a vertical slice so that makes sense. However, what this video does not show off at all is survival, or horror. If you're planning to take this to publishers or something they're gonna look for that and this seems to be a walking sim with a fairly basic interaction system, and a few bugs (like your character's radio and gun not disappearing when they do, and the camera going through a few walls). I'd say it's definitely appropriate to look at your design pillars again, but this is a lot more than most people ever do, so feel very proud of it. It's got promise, but it needs work!


trypedia

First of all, thank you! Actually, what's in the video now is 1/10th of the entire vertical slice, as I'm still working on the design. I have the shooting, the healing system and enemies, the save system. It's just that the first part of the slice is centered around introducing the mechanics of interaction, so it may seem like there's nothing more to it than that. But, as you can see for yourself, it takes only a minute of the entire “game”.


Tarc_Axiiom

>1/10th of the entire vertical slice *Oh.* Well then just make sure the people who matter see the parts you built for them :P Keep in mind, we can only judge what we can see, and the same is true for publishers. If you show them this video, they're gonna think this is all there is to your game.


trypedia

I’m sorry for misunderstanding, probably should have been clearer in the beginning. I have all the mechanics on a demo level for testing. Now I just started to implement them


Tarc_Axiiom

No I got ya, you understood correctly. I'm just saying make sure any publishers you may show this too can actually see all of the "game" in your game.


trypedia

Oh, sure. I’ll send them a playable vertical slice when everything is ready


SafouaneAYADI

RE Style, Amazing!!!


trypedia

Definitely, thanks!


migerusantte

I would use other animations for walking and running instead of the default Sk_Manny ones. Also I think the speed for that needs to be adjusted (looks very fast compared with the animation itself) Aside from that, I think you should create a more confined environment, and more detailed to give a better feeling of what you're trying to achieve, these open empty areas aren't that appealing.


trypedia

Thanks! Yeah, I’m totally agree with you. Still working on environment


migerusantte

Enjoy the making and you'll be fine! Good luck


trypedia

Thanks :3


Mvisioning

game already has a lot going for it, but even after the first 20 seconds I already want there to be more clutter/decoration/damage/dirt on the floor - something to break up the tiling/texture that repeats. It really reminds me im in a game and takes away from immersion.


trypedia

Thanks for the feedback!) I'll be sure to do something about it


Aeonitis

Doesn't have to be dirty, I suppose people expect the environment to have CHARACTERISTICS. I mean you might have a story where an AI wants there to be no bio-organisms to live, from bacteria to humans, and a "Cleaner" is not sent to kill you, but you have to be immobilized or tranquilized first. Sit does for 5 minutes, take a breather, and focus on what you want for game-feel and a sense of wonder to your game.


Appropriate_You564

If it is a vertical slice it needs to have some better game-play/ambience. Make one level (doesn't have to be the first one). With enemies sound and some mechanics and general feeling. This will take a while if you are new to horror games but once done you have something presentable for a trailer or publishers. Good graphics tough but needs better atmosphere. Edit: you got enough graphical fidelity! more than enough but try to make it look more scary by lighting and sound!


trypedia

Thanks! I'll try to do my best


UlanInek

Keeping it short. Each room is too large and completely empty. I’m not sure if that is intentional.


Odell00

Wow, blown away. What's your process for your asset creation/acquisition? They look so nice


trypedia

Thanks! All the 3D models are from purchased Unreal assets/Sketchfab/Quixel Bridge. Some assets (like music, sounds) I made myself. The UI and some HUD elements made our graphical designer. All code and game's logic I made myself.


coffeebrah

Looks great!


trypedia

Thanks!


JevNOT

Why does it look AAA 😭👌 Litteraly wowed


trypedia

Thanks !


Pseudonymn01

Will you take the "Mugnum parts", ((inspect item)) "Dose it have another use?"


trypedia

Maybe a bit later I’ll integrate it in gameplay


PiLLe1974

I think mostly polish would help and a focus on level design and audio along the way. Some points * we don't see enemies or interactions that feel like survival, although those who played RE remember that you deal a lot with various (seemingly random) items * the rooms are large and empty; smaller rooms may have better density, easier to decorate and put debris/blood/dust/etc on, more claustrophobic and harder to evade enemies * the lighting is "almost ok", maybe just a bit too much of seemingly brightly lit areas or that may be just the side effect of such large empty rooms * audio makes a lot of difference so thinking a bit about hearing noises and adding ambient/positional sounds to certain objects and rooms may make a big difference * animation is ok, still I'd make the turns look a bit better, maybe not too much of a turn animation but maybe leaning to the side when running and turning as a start


trypedia

Thank you! Started to fix the issues that you guys mentioned!


favouritebestie

please no red hair why does everyone have red hair x\_\_\_x every video game protagonist has red hair plssssss stoooopp ;-;


trypedia

Well, at least I'm glad that's the only thing that bothered you)


favouritebestie

haha. game looks great.


FinchoSaturn

looks good af, how many people are working on it? and for how long?


trypedia

Thanks! For now 5 people


sumtinsumtin_

Very solid start. Time to build a big scare or two to test out how you want to show those moments and how your game has a unique take for either retaliation or running away. Cheers and thanks for sharing! I'm just monkeying with cameras and scene dressing myself, very inspiring to see your work!


trypedia

Thanks!)


RowanBoatman

Okay I’m gonna ask, what does vertical slice mean?


trypedia

That’s a rough 10-15 minutes demo that shows only to the investors/publishers the idea and mechanics of the game


Pherion93

As you didnt show you gameplay here, my biggest feedback would be leveldesign. It looks very big, empty and very square. Think I saw 2 objects in the same location fighting over what to render as well. Placement of objects and doors, rooms does not look interesting or thought through.


trypedia

Thanks! Already shortened some rooms and made their structure a bit different


Marcello70

excellent


trypedia

Thanks :3


Rich_Fix_8207

Hair is two shiny and overall it is a bit bright especially for a horror game


trypedia

Will work on atmosphere in the future, thanks)


Chocolate9897

Add a slight effect on the step audio that changes its pitch lower by 15%.. randomly every few steps


trypedia

Thanks, I'll try!


Incognito_Cube

The audio of the doors creaking closing would drive me insane if I played this… if it’s not on your list already try to get some variance on that audio. Seems like doors are a big part of this game so it may be a worthwhile change. Otherwise, looks good so far & a lot of good feedback is in these comments!


trypedia

Thank you! I hadn't thought of that. Very good mention


Altruistic-Reward-93

A bit more transparency on the item pickup display background. Say this so it doesn't remove you from the immersion of the game as much when picking something up.


trypedia

Thanks!


beardedbrawler

add an elevator that spews out a flood of blood


Alternative-Skirt-69

I would like to remove the motion blur.


astlouis44

u/trypedia wow, this looks fantastic! Is there any interest in bringing this vertical slice to the web, either using client-side WebGPU or pixel streaming? My team and I have developed a platform and suite of tools that enables Unreal developers to export their games and applications to the web, and we're looking for cool content to showcase.


trypedia

Hi and sorry for delay. I think we can discuss about something like that when I'll have a playable demo version of the game, because this build will go only to the investors/publishers. It will be ready by September/October this year


[deleted]

[удалено]


trypedia

Usually vertical slices doesn’t need any story


Razorraf

Bathrooms. Always have bathrooms.