Eh yeah there's absolutely no way. I just hope there's substantial progress.Hardly an "if" statement, a game of this kind and size will take years, especially for a solo dev.
Eh yeah there's absolutely no way. I just hope there's substantial progress.Hardly an "if" statement, a game of this kind and size will take years, especially for a solo dev.
https://f95zone.to/threads/delta-zone-v14-0-cracked-devolution.86248/post-10211772Um, is the cum/egg/worm slider in the adult option menu just for indication? Every time after I moved it it would quickly slide back to where it was, no matter what version of the game was (v0.4-present).
Think he might fix it?https://f95zone.to/threads/delta-zone-v14-0-cracked-devolution.86248/post-10211772
They haven't worked for a very long time.
This is like that CS:GO copypasta but instead of the dev it's the playerI played it now a bit longer...
++ clothing gets damaged
-- weapon gets damaged
- weapon get stuck
- getting staggered
- slow moving thought foliage
- shooting at longer range (nearly impossible to hit something because of spread)
+++ watching the belly grow (damn my absolute favorite feature) (the eggs should get a purpose)
++ animations
-- level design
-- AI sometimes sees you though obstacles and sometimes it does not see you in front of it
-- hard to survive if you get hit from multiple enemies
++ walking around an looting
My suggestion to the developer:
- let only clothing gets damaged (damaged weapons are just annoying)
- only money get stolen after rape
- add a melee weapon
- don't use white lights (looks to unrealistic)
- add some sort of stealth meter (if there is one I did not notice it)
- maybe at a marker to spottet enemies
View attachment 2469820
It highly depends on the developer and how willing your are to delve into the SDK. Take 7 Days to Die, an Unity project. It is one of the most heavily optimized 3D games out there, but they also engineered a ton of stuff and inserted it into their own personal parts of the Unity game engine... so I suppose they aren't really using Unity like most developers would.Hey guys, srsly.. is unreal better than unity?
I want to make a game, but I keep hearing unity is worse than unreal.. and I don't understand why ppl say that.. it's kind of like the blender vs 'any expensive program'(maya for example)
I do know that unreal has the blueprint thing now.. I guess that is kind of cool.. I do know programming sort of.. I started in C++ but then I used a bit of other ones including C#.. it's been a while since I did all that though, but C++ doesn't scare me or anything like that.. I just used Java and C# more in classes and stuff later.. and less C++, until I didn't use it much anymore..
pretty confusing honestly..
well I'm curious if D-E-V-O-L-U-T-I-O-N might even be able to tell me anything if not too busy..![]()
Both Engines are great, Unity is easier for programmer and the Unreal Engine is easier for designer.Hey guys, srsly.. is unreal better than unity?
There's no real "better or worse" with these things, it's more about what you want to make.Hey guys, srsly.. is unreal better than unity?
I want to make a game, but I keep hearing unity is worse than unreal.. and I don't understand why ppl say that.. it's kind of like the blender vs 'any expensive program'(maya for example)
I do know that unreal has the blueprint thing now.. I guess that is kind of cool.. I do know programming sort of.. I started in C++ but then I used a bit of other ones including C#.. it's been a while since I did all that though, but C++ doesn't scare me or anything like that.. I just used Java and C# more in classes and stuff later.. and less C++, until I didn't use it much anymore..
pretty confusing honestly..
well I'm curious if D-E-V-O-L-U-T-I-O-N might even be able to tell me anything if not too busy..![]()
Well, there is better and worse given specifics of a project, but in general yeah, each engine is usually better for specific thingsThere's no real "better or worse" with these things, it's more about what you want to make.
I'd suggest running though basic, mid tier and advanced tutorials in both first and you should be able to make an informed decision afterwards![]()
How on Earth did you manage that? The weapons have no durability. Only way for them to be "damaged" is if you get raped and the attacker decides to steal some parts from it, if that's what you mean?-- weapon gets damaged
First, if you love the game, I'm not trying to start a fight.. below is just what I experienced:It highly depends on the developer and how willing your are to delve into the SDK. Take 7 Days to Die, an Unity project. It is one of the most heavily optimized 3D games out there, but they also engineered a ton of stuff and inserted it into their own personal parts of the Unity game engine... so I suppose they aren't really using Unity like most developers would.
However, Unreal tends to be quite performant, if you don't do these things:
-> Try to target the highest level of technology, or a level that hasn't been invented yet.
-> Locking rendering into requiring temporal forms of anti-aliasing or requiring high quality shadow resolutions.
-> Going for large world spaces without chunk loading. Part of the reason 7DTD works so great is chunk loading.
-> Not allowing for a large amount of graphical customization.
Its not that Unreal can't target this stuff, but when it does, it consumes more resources than say CryEngine, IDTech or Frostbite does, as its designed more for the mid-range technology, not high-range. The equivalent of Lumen in these aforementioned engines runs better, but as they target the high-range technology, they do it best.
he just used wrong words.. weapon malfunction, i.e. weapon jammed lolHow on Earth did you manage that? The weapons have no durability. Only way for them to be "damaged" is if you get raped and the attacker decides to steal some parts from it, if that's what you mean?
lmao yeah, at least this game has 3rd person in some form(I don't count it on motorcycle in cyperpunk)This is what happened if Cyberpunk 2077 isn't rushed
Originally 4, newer versions are 5. I think around v12 was the switch, you can take a look at the changelog.Unreal Engine 5 or 4?