Unreal Engine Abandoned Rise of Asmodeus [v0.0.1] [Lucifer Studios]

4.00 star(s) 6 Votes

fzdc

Well-Known Member
Jul 25, 2017
1,667
1,671
A lot of crowd-funded games will disclose their costs; see skullgirl's breakdown of how much it cost them to make 1 character. Though, I wasn't really that interested in the actual cost, just wanted to know of the game was an assetflip.

Anyways, I did the digging myself to find that basically everything is straight from the marketplace (I extracted the game's asset pak with unreal engine's pak tool). That's the reason the game is so bloated is pretty simple, there are tons of assets included in the project that aren't used and have massively over sized textures for how much screen space they would use (The hair folder is 600 fucking megabytes). The main character is some sort of DAZ model export, I found a few files with the name genesis 8 on them, and their UVs match how DAZ models operates. The goblin is robbus (another DAZ model, you can google this one), as his texture name's reveals. Everything else is more or less jammed in from the asset store, just thrown into the main directory without even being renamed so you can easily find where everything is from. Here is an image of the content folder, assets used and their marketplace links, for curiosity's sake.

View attachment 767757

I'll give my quick review here: Game is a shitty asset flip. Literally the only thing with a remote amount of quality is things bought from the asset store (like the main menu is just "pro main menu", go look at the store page for that and see how blatantly the same it is). Lighting is god awful, can't see shit half the time, probably because the marketplace can't do the lighting for you. Combat is terrible and uses animations cobbled together from a bunch of different animation packs from the asset store and none of the animations blend together even remotely well. The dodge roll is super unresponsive and I don't even know if the fucking thing has any i-frames. Also lock on distance is super short for no reason. The goblins don't respond to any of your attacks or you blocking at all (no hitstun, no block-bounce), and their animations are not properly made for dark souls gameplay (go fight against some hollows in the undead burg, that's a good idea of how your "first enemy" should be) Many of the assets are used improperly, for example, the rocks that form the walls have their textures stretched because of improperly scaling the model used for them. I don't think this game has a future, it's just someone slamming together a bunch of moderately high quality things bought from a store and putting them together with absolutely no sense of how gameplay, lighting, or level design operates.

Now: after that negative review, if you want my advice on how to make an actually good game, then I suggest you learn how to do things from the start. Quxiel's megascans assets are free to use with UE4 now, learn how to use those and their mixer program for textures in order to have some semblance of properly made geometry and textures (Quixel's youtube has a good amount of tutorials to get you started). I don't know why you got 3ds max, blender could have done all the animation you needed for free (you are no where near good enough of an animator to be able to use 3ds max features). Learn how to actually light your god damn levels, there is no reason for your "deep elder caves" should be darker than gravelord nito's light-devouring realm. I'd ask you to learn how to do character modelling so you could have all your enemies and characters have consistent art styles, but I don't think that is something someone's who first impulse is "I can just download all these models that someone has already made for me instead of learning anything" would be into doing. Failing all of that, at least making your combat (the one thing you've seem to have actually made) not complete dog shit would help to attract someone to work on your game in an artistic sense while you do the programming.

There is a reason asset flip games are shit, people sell assets for a lot cheaper than it would take to make them, because they can sell them multiple times. However, you don't see AAA studios just buying shit off the marketplace and slamming them into their game because: they have a specific art style, a specific use case, and they have a specific performance requirement. I'd imagine the game only takes place in a cave because an open area would absolutely chug with all these un-optimized assets, and if you made more areas then each area would give you whiplash from the clash in art style between different asset packs.

Anyways, if you're going to actually continue this project, I'd recommend working on the combat first and foremost. Take footage of dark souls gameplay, and then go and watch it back. Learn how enemies react to different situations, how weak enemies will often just bounce off your block, or use attacks with massive end lag where they can easily be hit, stun-locked and killed in one-on-ones. Go frame-by-frame on that footage and take notice of how long attacks (from the player, or the enemies) take to startup, attack and end, and then use that as a guideline to make this game at least not a completely worthless asset flip.
This.

this game is nothing more than a cash grab.
the horrible asset management and censorship proves it.
 

candy76041820

Member
Jun 1, 2019
306
154
Little fun fact that I noticed. This game shares the same menu from "Code Valkyrie".
View attachment 769078
View attachment 769079

Probably asset store stuff or something. /shrug
And even the bloody resolution setting item is exactly the same. I mean, you click the arrows, wait a second or two, then the change applies automatically: I just got reminded of myself being unable to understand what's so wrong with traditional change-apply-OK sequence.
 
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Thavus

Newbie
Mar 28, 2018
31
29
Indeed, game developers use marketplace assets. Especially those who are just starting out. I believe the wildlife game also uses marketplace assets and animations from Mixamo (a site which has thousands of free motion captured animations).

If you take offence with how assets are sourced, don't play. -shrug-

I don't think anyone here has any room to complain anyways since none of you pay for the game.
 
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Thavus

Newbie
Mar 28, 2018
31
29
If you really care that much, go support the game and say how you feel in the discord channel. Just keep in mind that if I spend time on stuff like reworking the main menu, then I won't be working on the things that actually matter, like sexual content.
 
Jul 10, 2017
72
74
I believe the wildlife game also uses marketplace assets and animations from Mixamo
Bruh, Adeptus Steve (a.k.a WILDLIFE Game) is really good at making his own animation, check out his Youtube, he's even making 3ds Max/Maya animations in his Youtube Channel right before he created a patreon to create the game WildLife.. Now that they are a team, a lot of the animation are now made by them, they even have their own MoCap because of the amount of support they're having.
 

Thavus

Newbie
Mar 28, 2018
31
29
Bruh, Adeptus Steve (a.k.a WILDLIFE Game) is really good at making his own animation, check out his Youtube, he's even making 3ds Max/Maya animations in his Youtube Channel right before he created a patreon to create the game WildLife.. Now that they are a team, a lot of the animation are now made by them, they even have their own MoCap because of the amount of support they're having.
I understand that, but I've reviewed most the mixamo animations (I decided not to use them as I found some better more expensive alternatives). I recognize the dance animations and some other random animations he is using from mixamo.
 
Aug 9, 2017
152
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I don't think anyone here has any room to complain anyways since none of you pay for the game.
Wait.. I think you got something backwards here.

A "Demo"
is meant to Demonstrate what you've been working on to people so they can give you a little feedback and you can maybe convince them it's worth buying, and if the demo is bad and people critique it, you go back and work on the game to make a better demo that will convince people to pay for the game.

You give a resume and get interviewed before you get the job, not the other way around.
Have you ever had an actual real job in your entire life?

People won't buy a demo, and they shouldn't have to buy anything to have the right to state their opinion.
Once your demo is out, you're open for feedback from any potential customer.
 
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Jul 10, 2017
72
74
If you really care that much, go support the game and say how you feel in the discord channel. Just keep in mind that if I spend time on stuff like reworking the main menu, then I won't be working on the things that actually matter, like sexual content.
Here's a tip, if you check out his guys work The Last Barbarian he started just like you, but the difference is he asked in public about Piracy problem check here read the comments, look at what the outsider (non-patreon) are saying, this was the time that the game was already posted here in f95zone and people are already keeping track of the game here.
So what did he do to get 4k+ support?
He builds up he's audience outside patreon, he even made an account here, asks people here, reads all their negative/positive comments, keeps posting for non-patreons about what he's doing, posts a video preview of the latest build in his twitter/reddit, posts gameplay in pornhub, ViktorBlack was also struggling at that time when he started, but he didn't give up, he keeps posting and posting, also some people here in f95zone posts his latest update build without his permission and he ain't even mad about it, he even answers their questions if whats new on this build etc... :) he's just calm and that's why people loved him because of that and that gave him a lot of support and reached 4k+ a month.

Now the game is gonna be finished soon.
I hope you read all of this and good luck to you!
 

marmaduke

Active Member
Dec 23, 2017
502
709
Yeah this is a mistake many people in here do regularly. They treat games that are in development and in active crowdfunding phase like a finshed product that you either buy or you pirate, and then complain that it isnt finished. Thats quite a bigbrain move that I still find very close-minded about this place. But youll just have to get used to it Thavus
 
Aug 9, 2017
152
88
Then why are y'all begging for money on "Pirate Sites" because your free demo got "Pirated" instead of working to make something that people actually want to pay for ??? :ROFLMAO: :LOL: :ROFLMAO:
Spitting and crying at every piece of feedback on one of the only places generating you any exposure is the opposite of how you generate support.
 

Thavus

Newbie
Mar 28, 2018
31
29
I read this line from his post:
"I’m frustrated about it, you know."
and
"I have faced with a sad fact that my game is placed in large quantities of piracy websites."

I'm sure he would be happy to receive some free code to block that.
 

Thavus

Newbie
Mar 28, 2018
31
29
Here you have a dude barely with barely 15 subs trying to teach a guy who's making 5000/month from basically giving away a free game how to get subs.. lol
I'm going to work on the game regardless of how many subs I have. This is my baby, I love it. Subs will just increase the quality and the rate at which content can be released.
 
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Jul 10, 2017
72
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He's waaay out of context right now... He's mindset is stuck at "Im gonna put a Login on a game to prevent unauthorized access" If he doesn't change that mindset, well good luck finding supporters...
 
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marmaduke

Active Member
Dec 23, 2017
502
709
Maybe he just needs to go through that phase man. He'll spend some time on a log-in system, will find that either nobody is able to play his game anymore because of bugs or he'll find someone was able to crack the thing he worked on for a month in 3 days. This is always what happens. The sooner you learn that lesson, the better.
 
4.00 star(s) 6 Votes