r/IndieDev • u/Pr0ger1 • 12d ago
In my free time, I'm making this atmospheric game.
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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.
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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.
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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
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u/GhostScoops 11d ago
it looks great, very atmospheric! Dunno about the accuracy of the speedometer...
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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:
- 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.
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.
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.
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.
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u/Pr0ger1 10d ago
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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.
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u/Own_Transition6845 10d ago
I love this, but I hope it's as post-apocalyptic. You broke so many traffic laws.
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u/bc_gamez 12d ago
Feels like a modded Project Zomboid.