Hello everyone , this is a thread about a new zombie survival game dev based on weapon customization and crazy tech , for the moment i’m modelling the weapons and characters , i’ve animated two weapons with a lot of add on parts ( attachments ) . i’ve made zombie anims and player anims , all what i’m missing is some help form unity 3D users and dev , i’m looking for a noob teachers for unity 3d , as i am . Also i’m looking for suggestions and prepositions , so i can develop my game of course with your help ! i hope your get interest by the game idea dev So you can help . Gys i don’t need votes a lot , i need replies . please help !
here’s my ArtStation account : https://www.artstation.com/artist/expert-dz-studio
Guys for the vote can you say why .
Wooah! Nice work dude.
After reading what you’ve said and looking at the cool pics.
It shows that you put alot of hard work and effort into those props, especially the guns.
My suggestion to you, is to take your time with this game.
Especially since making games like this, takes alot of patience, hard work and effort.
And the almost photo realistic pics you’ve shown, says alot.
You’re doing good so far.
Nice collection of weapons.
Ahhh, the super powered magnum.
Tsk. Tsk.
A fine choice, against evil stinky zombies, for an avid gun collector, such as myself.
Making a good survival game will require crazy amounts of work - have you considered trying to mod an existing game instead of building one from scratch? Your modelling skills might have much more success there, and you can probably find more people willing to help out in other stuff.
Okey , then Bro Cha Ching!! here’s your gun , Tsk Brevvv Stsk , it’s reloaded , go and shoot some Skinny dump zombies . Bro thanks for the reply , i seriously enjoyed reading it . Question : What do you mean withe " Especially since making games like this, takes alot of patience, hard work and effort. " but i thought that i’ce done the anims so i’m only missing the FX and mechanics .
Like what game can i mod ? and also i wanted to create my own game so i can control it and at the same time enjoy it , but as i’ve said i’m only missing the FX and the mechanics , because weapon Cos system requires only Main weapon anim , the add on part will be added easily , only attchments increase / decrease modifications will be hard to work on . Thanks for reading and replying .
I’ve already created one on the WIP section and it got deleted by the Unity3D site owners , they said that i should make it in the clooab section , but i didn’t find it so i created it on the game design section and it’s making a progress .
I don’t think I deleted that thread, but a moderator possibly thought it was including recruitment in the post, which has to go to the relevant section.
I’m not a developer by any stretch of the imagination, just an avid gamer. I’ve come to the forums to find out why there are less and less quality games lately. It seems to me so far that there is a strong drive for quantity over quality. The suggestion to take your time is a good recommendation. The pictures look amazing but graphics are a small part of the equation for success. Consider how long you spent on the objects to polish and smooth it out. It seems you have great knack for detail. Make sure that your mechanics are thoroughly tested and work exactly how you in vision it should be.
Story time,
In High school I was convinced by a girl to perform in a lip sync contest. So I gathered my two best friends and we choreographed a routine for a Blink182 song. we had our costumes and the mechanics of the routine all setup. My friends thought that was good enough. I insisted that we practiced a lot. about 3 hours every day for two weeks. My friends started to hate me. to them this seemed like overkill. Then we discovered that when we were tired or distracted there were parts of the routine that fell apart. We focused extra hard on those parts. On the day of the performances we had to do it 3 times for different audiences. Then I and one of my buddies got really sick. fortunately we had practiced so much that we could do it in our sleep. And in our heavily medicated state we were able to win the competition.
You need to know where all the week parts of your game are. you need to know what can go wrong way before it does go wrong. I work at an IT service desk and every week there is some new update or application that gets pushed to our clients with out any testing or consideration for what might go wrong. And as the face of IT, it gives the impressions that none of us know what we are doing.
The Beta test/“early access” market is so saturated by abandoned or half-assed projects, mostly because they weren’t thorough enough before approaching the public. first impressions last, even if you label it “beta” or “early access”.
I would be happy to test this game for you. fair warning though, Devs typically hate players like me because I do scrutinize over every detail.
Such an awesome reply , i didn’t except that some like you will say something more useful than the other replies , Devs hate gamers because they anlayze the game , not for fun but for mistakes , i know it’s hard to accept a message from a gamer that says : You’re game is awful , full of system bugs and mechanics errors . we learn from our mistakes , or don’t we ? i would like to give you my game so you can be the first to try it out , maybe you can give me your Skype so i can in deep subjects about game dev , but i’m waiting for help and feedback , i’ll start developing my game 27 May exactly .
Guys , i wanna thank you about your votes and replies , if you’ve voted yes / no you shall tell me why so i can know what shall i do with the game , at this week-end i’ve finished creating the map for my game with a lot of different updates i hope you enjoy’em :
This all looks awesome , but have you tested your game using throw away assets to see if it is fun? What if you go to all this effort with the art & then you build the game, find its as boring as watching grass grow & you need to trash a lot of this art as it doesn’t fit in the new redesigned fun game?
I’d suggest making quick dirty placeholder assets to use for testing before you get to crazy with all of this, unless of course you decide to sell them on the asset store while you work in the rest of the game.
I don’t think that i’m gonna sell my game assets on the asset store , but maybe i’ll sell another ones instead , But can you explain me more about " throw away assets " and " quick dirty placeholder assets " , because i’m noob at some point where i cain’t understand . and thank you .
my suggestions depend heavily on what market your are aiming from. What platform will this be for? How much time will a player need to invest before getting to a stopping point. Is this a game just for kids? do you want it to be an easy game a man can enjoy with his wife? is it mostly for dedicated live in moms basement type gamers? Please explain your vision of who will be playing your game. Then we can cater the game play to those people.
I’m starting to get a PayDay vibe from what you have created. will there be individual levels that a player goes to. or will there be an open world?
Normally people use placeholder art, e.g. Capsules for players/people, cubes, rectangles etc, so that they can test how the game plays before they spend time on the art. That way they don’t invest a lot of time & effort making stuff that may not be used if the game a) isn’t fun so is dumped or b) is altered to make it fun such that a lot of the art is no longer used.
All I’m saying is that you have put in considerable effort to make the art assets whereas at this stage most people would be doing concept art sketches while making a prototype using placeholders so they can quickly test whether the game is worth pursuing.
I’ll answer by order so you can get it all :
Q : What platform will this be for ?
A : I’m sure that it’ll be released for PC first , for the others , i don’t know .
Q : How much time will a player need to invest before getting to a stopping point ?
A : There will be at least 2 offline modes and 3 online modes , like the 2 modes witch are offline are the same on onlie , only friends added .the first mode will be called " Wave-Survival " , you got guns on wall to buy ( COD ) and you survive different zombie waves with no mission at all . Second mode will be called " Hardcore Survival " with an objective that says : Stay alive . there will be no waves on this mode , only zombies every where and maybe a much bigger map . the last mode is a mode that i still thinking of , but you got me an idea . the first mode that i’ll make in the Hardcore one because it’s simple and better .
Q : Is this a game just for kids ?do you want it to be an easy game a man can enjoy with his wife ?is it mostly for dedicated live in moms basement type gamers ? who will be playing your game ? will there be individual levels that a player goes to ?will there be an open world ?infiltrate and rescue “hostages” from the zombies ?
A : This game , every one can enjoy it . It’s a basic zombie survival game that’s why everyone can enjoy it , even noooobs . it’s for every one
Yeh , depending on the game mode . I’m sure that it’s won’t be an open worl but there’ll be a big map . WoW zombies are alive they talk , NO , just joking , there will be a hardcore mode then i’ll think of objectives .