CREATE YOUR AI CUM SLUT ON CANDY.AI TRY FOR FREE
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Pachooley

Newbie
Jul 27, 2018
36
11
Nice one. I love Irelia's model and those bounce physics. A lot of work to be done though so keep it up and good luck <3
 

LetshaveShrex

Newbie
Dec 9, 2017
72
66
great job bud , tbh i love both side scroller and parodies based on games like lol , wow , ow,re, ff,nier automata and much more.
now i have a suggestion , can we see other lol characters like ahri/jinx/miss fortune ?
 

DuckDev

Newbie
Game Developer
Jan 18, 2021
17
36
Here is the updated mega download link[900mb]: . I have requested for the download link in the OP to be updated too. If If I'm not allowed to post links by myself, just delete this answer
 
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Reactions: F1_V10

tangre

Active Member
Jun 13, 2017
746
443
Here is the updated mega download link[900mb]: Mega . I have requested for the download link in the OP to be updated too. If If I'm not allowed to post links by myself, just delete this answer
Fatal error still happens for no reason. Most often when I die. Also I don't know how to make lewd scenes happen.

Edit: Scratch the lewd thing it just looks like some characters have a scene and others don't, also it seems I get a fatal error every time I reach about halfway across the dock.
 

mofu2x

Member
Oct 10, 2020
113
588
There's a lot of advice to be given about this game, but I'll try to restrict myself. First off, these two talks will be very useful for you:



Another note on cameras is that you can get tons of mileage from scripting how far it will be zoomed in at certain points. Bring it out if you're crossing a long bridge with something pretty in the background to focus on the landscape and add drama, bring it in when entering a house or cave to mirror the smaller environment, bring it out just before a boss to create anticipation, etc.

Player control tips:
Make things quick. The turn speed and windup for normal attacks from the player character are way too slow. It might make the animations clip or not quite make sense, but making the character fun and easy to control takes priority.
Also, give the player more acceleration. Getting started feels very sluggish, especially when platforming.
With the arcade-y platforming you have, normal gravity feels floaty. There should be an option in the default character controller to increase this just for the player character. I usually settle on somewhere between 2 and 3 times normal gravity. Note that afterwards you'll need to re-tune your jump speed.
Think about how the player is physically going to interact with your controls. If they're mostly going to press D to run to the right, putting block on C, right underneath it makes it physically difficult to press. Consider putting it on the right mouse button, or at least Q or E which are easier to hit when using WASD.

AI tips:
If you're not great at AI programming, bias towards more enemies that die quickly. Give them a handful of simple behaviors (slowly approach player, quickly approach player, melee attack, do nothing, retreat, taunt) and choose from them mostly at random with some caveats for logic (e.g. only let them attack if they're in range) and players will tend to ascribe logic to it themselves. It doesn't matter if individual AI are being dumb if you have a whole lot of them. They still need more than one easily manipulated behavior or else they'll just chase the player in a dumb clump and that sucks all the fun out of fighting them. My other bit of advice is make sure every attack has an obvious tell for when it's about to happen. Seriously, bake it into the attack action itself, though you generally seem to be doing this.

Effects tips:
These are more important than you think. They communicate what is happening in your game to the player. Any major game action needs at least one audio and one visual effect (and UI elements like an HP bar going down don't count), because people suck at noticing them. At the very least you should have effects for every character starting an attack, hitting an attack, getting hit, and dying. For some decent starter particle effects, check out the "Infinity Blade: Effects" project.

Environment tips:
Normally I'd say that you can ignore them until you get the gameplay right and that's kinda still true but they're distractingly lower quality than your character models. I'd look into the "Landscape Mountains" sample project and look how they set up the landscape shader/take it for this game. If it's confusing, each ground type has a macro texture that describes it broadly and a micro detail texture that fades in or out depending on distance so you get less of a tiling effect. Also steal the way that project does roads, e.g. have an actual model for the road that is tiled along a spline. Then also look at how the background is done in the "Shooter Game" sample project e.g. have large, low quality models very far away to give things a sense of depth. And probably steal the mountain model they have in there and see how much you can reuse it by rotating and scaling it so it looks like a new asset from the playspace. Finally, there are plenty of "speed level design" videos on Youtube that are actually speed environment building, but watch some of them and see if you can get a feel for the techniques they use.

Scope tips:
This is at the bottom, but it's very important. Do NOT let Pateron design your game for you. (Yes, this includes me.) It's great to let people give you feedback on what's working and if there are problems. However, if you let people dictate features to you, they will scope creep you out of control and you'll spend all your time on their pet projects instead of the content/features that matter. I've seen it time and time again even from devs with good games under their belt. And getting stuck working on details when it doesn't feel like you even really have a game is demoralizing. Go for easy, high-impact features first and don't be afraid to give up or radically change directions on some of them if things aren't working. If you need to give people feature influence, let them decide small details or prioritization of work you were already planning on doing.
It's your game, have a vision for it, decide what fits in it, and have fun making it.
 

DuckDev

Newbie
Game Developer
Jan 18, 2021
17
36
'Saphire' is spelled incorrectly so my expectations are through the floor before I even download this.
Ups, thats how its written in my mother tongue, will change it when I get ownership of the thread, thanks for pointing it out

There's a lot of advice to be given about this game, but I'll try to restrict myself. First off, these two talks will be very useful for you:



Another note on cameras is that you can get tons of mileage from scripting how far it will be zoomed in at certain points. Bring it out if you're crossing a long bridge with something pretty in the background to focus on the landscape and add drama, bring it in when entering a house or cave to mirror the smaller environment, bring it out just before a boss to create anticipation, etc.

Player control tips:
Make things quick. The turn speed and windup for normal attacks from the player character are way too slow. It might make the animations clip or not quite make sense, but making the character fun and easy to control takes priority.
Also, give the player more acceleration. Getting started feels very sluggish, especially when platforming.
With the arcade-y platforming you have, normal gravity feels floaty. There should be an option in the default character controller to increase this just for the player character. I usually settle on somewhere between 2 and 3 times normal gravity. Note that afterwards you'll need to re-tune your jump speed.
Think about how the player is physically going to interact with your controls. If they're mostly going to press D to run to the right, putting block on C, right underneath it makes it physically difficult to press. Consider putting it on the right mouse button, or at least Q or E which are easier to hit when using WASD.

AI tips:
If you're not great at AI programming, bias towards more enemies that die quickly. Give them a handful of simple behaviors (slowly approach player, quickly approach player, melee attack, do nothing, retreat, taunt) and choose from them mostly at random with some caveats for logic (e.g. only let them attack if they're in range) and players will tend to ascribe logic to it themselves. It doesn't matter if individual AI are being dumb if you have a whole lot of them. They still need more than one easily manipulated behavior or else they'll just chase the player in a dumb clump and that sucks all the fun out of fighting them. My other bit of advice is make sure every attack has an obvious tell for when it's about to happen. Seriously, bake it into the attack action itself, though you generally seem to be doing this.

Effects tips:
These are more important than you think. They communicate what is happening in your game to the player. Any major game action needs at least one audio and one visual effect (and UI elements like an HP bar going down don't count), because people suck at noticing them. At the very least you should have effects for every character starting an attack, hitting an attack, getting hit, and dying. For some decent starter particle effects, check out the "Infinity Blade: Effects" project.

Environment tips:
Normally I'd say that you can ignore them until you get the gameplay right and that's kinda still true but they're distractingly lower quality than your character models. I'd look into the "Landscape Mountains" sample project and look how they set up the landscape shader/take it for this game. If it's confusing, each ground type has a macro texture that describes it broadly and a micro detail texture that fades in or out depending on distance so you get less of a tiling effect. Also steal the way that project does roads, e.g. have an actual model for the road that is tiled along a spline. Then also look at how the background is done in the "Shooter Game" sample project e.g. have large, low quality models very far away to give things a sense of depth. And probably steal the mountain model they have in there and see how much you can reuse it by rotating and scaling it so it looks like a new asset from the playspace. Finally, there are plenty of "speed level design" videos on Youtube that are actually speed environment building, but watch some of them and see if you can get a feel for the techniques they use.

Scope tips:
This is at the bottom, but it's very important. Do NOT let Pateron design your game for you. (Yes, this includes me.) It's great to let people give you feedback on what's working and if there are problems. However, if you let people dictate features to you, they will scope creep you out of control and you'll spend all your time on their pet projects instead of the content/features that matter. I've seen it time and time again even from devs with good games under their belt. And getting stuck working on details when it doesn't feel like you even really have a game is demoralizing. Go for easy, high-impact features first and don't be afraid to give up or radically change directions on some of them if things aren't working. If you need to give people feature influence, let them decide small details or prioritization of work you were already planning on doing.
It's your game, have a vision for it, decide what fits in it, and have fun making it.
Really appreciate all that, currently working on bettering the audio and visual feedback, definitly will come back to reread your feedback a few more times
 
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Pornstar Ahri

Newbie
Feb 26, 2020
22
6
DuckDev I see a lot of people mentioning the game crashes. I also experienced it once fighting with a goblin in the 2nd world but after restarting I didn't have any issue. Perhaps some animations error?
I could also recommend to use some object or board to show the controls in the indicated spots, I did run past them and had to go back to read.

I like the concept but sure needs some work. Keep it up tho!
 

DuckDev

Newbie
Game Developer
Jan 18, 2021
17
36
DuckDev I see a lot of people mentioning the game crashes. I also experienced it once fighting with a goblin in the 2nd world but after restarting I didn't have any issue. Perhaps some animations error?
I could also recommend to use some object or board to show the controls in the indicated spots, I did run past them and had to go back to read.

I like the concept but sure needs some work. Keep it up tho!
Thing is I've never had a crash in the unreal editor, only recently in the packaged game, and then no error code of any kind. And most crashes only happen 1/10 times, so replicating isn't really possible. I will reimport the goblins from the source next release though and playtest it plenty.
Doing the controls at parts where they are needed is a great idea!(Like doublejump before a big obstacle)

I Have to redo the mechanics explanation anyway, since I added an inventory and new kinds of weapons(with different animations, currently quick attack with blades and heavy attacks with a maul or hammer) and I think no player wants to read a wall of text and go to lewd parts and gameplay instead.
A quick video showing the inventory should come as soon as I redo the lighting since some people were quite harsh on that.
 

Riviere

Newbie
May 12, 2018
62
82
Really looking forward for this one. with good concepts and movimentation, of course have a few bugs but looking promising!

Congrats to Dev
 

DuckDev

Newbie
Game Developer
Jan 18, 2021
17
36
Quick dev update, I added an inventory, so you can have multiple weapons or items which have a different playstyle. Will add stuff such as particles, enemy knockbacks, etc too.
 
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