- Apr 17, 2020
- 438
- 541
It's great that developers can come here to communicate. I'll make some suggestions:
1, I sincerely think that if your goal is not AAA games (obviously for your next project), you should stay away from UE. UE is an excellent engine for building 3D worlds. However, it still takes a lot of time and experience to develop. Games are not just about 3D features like models and animations. Small creative indies like Oxenfree can also be hugely successful. Despite your great efforts, you are still very new to UE and game design to me. Meshes and character models still feel weird, and animations aren't intuitive. Characters are almost invisible in some scenes due to your misunderstanding of lighting. I know they're vampires; they can't come out during the day, but that doesn't mean you have to replicate the "real" environment. I come from film and television, and we all use illusions to trick the viewer into a better experience. For example, you can adequately light and adjust the colour temperature. If it turns blue, the player will treat it as moonlight. I know that's not the case in real life, it's just a psychological reaction, but it works!
2. The control is complex, and the skills are confusing. After the tutorial, I still don't know what magic skills do; I can't assess the damage of those skills because the target is invulnerable. It would be better to simplify it and provide notes (instructions) for each skill. Players will appreciate it if you carefully guide them through cutting, slashing, and parrying before they move on to more complex skills. You can mirror other RPGs, such as the AC series. If action RPGs are your thing, Kena: Bridge Spirit is a great example.
3. Timing. I was surprised to find out that this project started in 2016. To me, this is a project with no deadline; in a way, it means "never get done". Following the historic Fallout 4 and The Witcher: Wild Hunt (2015), Bethesda is launching Starfield next month. Don't get me wrong; I suggest you leave AAA games to studios like them and make creative indie games to beat them.
1, I sincerely think that if your goal is not AAA games (obviously for your next project), you should stay away from UE. UE is an excellent engine for building 3D worlds. However, it still takes a lot of time and experience to develop. Games are not just about 3D features like models and animations. Small creative indies like Oxenfree can also be hugely successful. Despite your great efforts, you are still very new to UE and game design to me. Meshes and character models still feel weird, and animations aren't intuitive. Characters are almost invisible in some scenes due to your misunderstanding of lighting. I know they're vampires; they can't come out during the day, but that doesn't mean you have to replicate the "real" environment. I come from film and television, and we all use illusions to trick the viewer into a better experience. For example, you can adequately light and adjust the colour temperature. If it turns blue, the player will treat it as moonlight. I know that's not the case in real life, it's just a psychological reaction, but it works!
2. The control is complex, and the skills are confusing. After the tutorial, I still don't know what magic skills do; I can't assess the damage of those skills because the target is invulnerable. It would be better to simplify it and provide notes (instructions) for each skill. Players will appreciate it if you carefully guide them through cutting, slashing, and parrying before they move on to more complex skills. You can mirror other RPGs, such as the AC series. If action RPGs are your thing, Kena: Bridge Spirit is a great example.
3. Timing. I was surprised to find out that this project started in 2016. To me, this is a project with no deadline; in a way, it means "never get done". Following the historic Fallout 4 and The Witcher: Wild Hunt (2015), Bethesda is launching Starfield next month. Don't get me wrong; I suggest you leave AAA games to studios like them and make creative indie games to beat them.
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