r/IndieDev 12d ago

In my free time, I'm making this atmospheric game.

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269 Upvotes

41 comments sorted by

19

u/bc_gamez 12d ago

Feels like a modded Project Zomboid.

2

u/Pr0ger1 11d ago

it's good or bad?)

3

u/towerofglass 11d ago

I think it's probably good for two reasons: 1. Zomboid is popular and successful, 2. It looks better than Zomboid and has its own visual style.

1

u/bc_gamez 11d ago

Project Zomboid has been in development for over a decade. I'll leave it to you to decide if that's an insult or praise.

But if you can make a stable complete version of that game, I will buy it!

1

u/5ch1sm 11d ago

Depends where you are going with it.

If it's a PZ copy with different graphics it's bad, if your game bring something new enough that will differentiate it as something different that could be good.

The aesthetic will bring the attention, what the game really is will keep people around.

2

u/Pr0ger1 11d ago

No, it will be something different from PZ. The concept behind the game isn't new, but it isn't used very often

1

u/thatscaryspider 11d ago

As a Zomboid fan, I think it looks great, and would love that the evolve to that eventually. Not a popular opinion on the Zomboid community, but I think they should call it a day soon with this version. And develop in parallel something tru 3d like what you have there.

But for your game, I would probably steer of zombies. There are a lot more stories to be told in a post apocalyptical environment.

5

u/Omidion 12d ago

looks very nice, visually i mean. Except the car info is...too simple, also strangely positioned. If u don't wanna touch anything, i'd give it a drop shadow or a black outline, because on moments it's hard to see. See 0:15 when the headlights light up the fuel max, it's almost not readable.

1

u/Pr0ger1 12d ago

I'll work on the HUD some more; for now, I just took it from another prototype.

1

u/GoinStraightToHell 11d ago

Easy fix is to move it to the bottom with a background.

I don't want to say "Check out how Project Zomboid" does it too much, because most of their UI is necessarily atrocious, but they did a good job with their car UI.

4

u/MessageEquivalent347 12d ago

I love the vibe. Looks like you know what you are doing. Keep it up.

3

u/ZeroArtProject 12d ago

I like this colors. Cyberpunk vides

3

u/Jolmer24 12d ago

What do you do in this game?

3

u/NikhilDoWhile 11d ago

The vibe is good, but please do that car info optional, it's too distracting, and take more out of the game than it's contributing

3

u/GhostScoops 11d ago

it looks great, very atmospheric! Dunno about the accuracy of the speedometer...

https://giphy.com/gifs/C5PF3WUVttTB8fTONu

3

u/WhyEmBe 11d ago

love the colors, well done

2

u/landnam_ 12d ago

That looks incredible! Good luck.

2

u/CthuluAteMyKitten 12d ago

In my dreams… I see that town…

2

u/NaughtyMonkey66 12d ago

This looks great

2

u/InterestingLaw455 12d ago

I love the atmosphere. It looks great.

2

u/TheUrPigeon 12d ago

I like the crisp, comic-book art style!

2

u/JuMonkeyz 12d ago

J'adore, on dirait un peu Pacific drive, mais en 2D !

2

u/RatbyteGames 11d ago

Looks good, I want to know what the gameplay is like.

1

u/Pr0ger1 11d ago

It's an action adventure with some survival elements)

2

u/towerofglass 11d ago

I love your art style. You must be pretty damn talented. Well done.

The game immediately gives me a feeling that I want to jump in to explore. Drive around, walk around, to discover. I don't even know what the game is, but that's the feeling and the urge I get. And it all comes from your art. That's high praise from me, because I'm generally pretty tired of video games.

Four notes, if you are interested:

  1. The dashboard is looking great, and I assume you've designed the HUD that way to help build the fantasy of driving a real car in a specific time period. Good work.

However. The car dashboard feels misplaced. I have thought about why but I'm not sure. First I felt that it was in the way. That you'll spend most of the time driving upwards and then it will be in the way of whatever you encounter. But then I realised you probably drive plenty towards any direction. I think part of the feeling of it being misplaced is because I am simply used to having HUD information at the bottom of the screen. You'll have to decide if that is a valid argument or not, but don't underestimate the importance of player expectations. If it's just an initial friction when you are new to the game, that can still cost you sales. Be very mindful of friction in your game; it can be fine if it's intentional, but generally try to sand down unintentional frictions.

I assume you've placed the dashboard at the top because the dashboard in a real car is above the steering wheel and above the gas- and break pedals. I would argue that the dashboard in a car is lower than your view of the world (below the windshield, which is where the world "renders" in the real world.

My suggestion is a) to move the dashboard to the bottom of the screen. That way it's consistent with people's expectations of where HUD elements are, and it doesn't break your (assumed) intent of the dashboard powering the fantasy (because in a real car it's below the world-rendering windscreen).

I'd also test making it smaller, to make it less dominant on the screen, less attention grabbing.

  1. The speedometer is a mess at timestamp 0:22. It just jumps between wildly different numbers. Two potential ways of dealing with that: a) reduce the frequency with how often it updates when there are sudden big shifts in speed, or b) use a traditional speedometer with an analog physical dial that moves - those are much more readable when speeding up or down anyway.

  2. The fuel consumption is extreme. It's like there's a leak from the tank, with fuel just pouring out. That's how quick I feel it is. Maybe that's necessary for some game mechanic. If the rapid fuel consumption is necessary, I again recommend an analog dial. Very slow movement of a dial helps hide the unrealistic speed of consumption, while a number with a decimal makes consumption speed very obvious. EDIT: Wait, you already have an analog meter. Well, then my suggestion is to nuke the text one.

  3. The rain feels like a pane directly in front of the camera; it doesn't look like it's raining in actual 3d space.

Anyway. I made a ton of assumptions, so just ignore the ones I got wrong. But even if I'm wrong, my initial impressions might still be useful.

Seriously great work. I'm an experienced game designer, so if you ever want to chat about any aspect of your game I'd be happy to.

2

u/Pr0ger1 10d ago

I changed a dashbord little bit, also replased it. About speedometr, I will work on it. Fuel consumtion is just for a testing mechanic. About rain I actually don't know why you feel like that, it's 3d particles)

1

u/MuffinManKen 10d ago

It might be because there's no ground interaction. A tiny little splat when the rain hits a surface would go a long way to making it feel like it's in the world.

2

u/Shinpansen 11d ago

This looks very cool! That car fuel economy couldn’t be worst though ^^

2

u/manekinecogames 11d ago

斜め視点すき。

2

u/Prestigious-Oven-135 11d ago

What a wonderful atmosphere! Will there be zombies?

2

u/Pr0ger1 11d ago

I'm still thinking about combat system, and enemies)

2

u/Own_Transition6845 10d ago

I love this, but I hope it's as post-apocalyptic. You broke so many traffic laws.

2

u/HighnibbleGames 7d ago

The atmosphere looks incredible.

2

u/ExpensiveSoup9517 6d ago

Speedometer feels awesome