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Dillster

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A member registered Oct 22, 2021 · View creator page →

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Thanks!

Its set up to be fully automated using prefabs so you could switch out assets, but there isn't a system in place to create dungeons manually short of placing the assets yourself.

For your second question, the project wasn't intended to be WebGL, but I could look into making a build for it.

Hey everybody,

Thanks for reviewing my game!  I figured I'd address a few of the topics I've seen brought up and some things I wanted to share.  You might want to brace yourselves for this essay of a post...

Firstly, the explosion radius.  I am aware that it could be larger, but whenever I made it larger during testing, it became too powerful and allowed the player to survive for much longer than anyone would want to play this game.  I'm no game designer, but I wanted to at least leave a bit of a challenge.  There is an area of effect with damage falloff, but I realize now that I did not accurately portray that.  Enemies on the edge of this falloff take at least half their health in damage, but without any health bar or visible change, it looks like the enemies are untouched.  Given more time, I would have liked to put a white or red flash on each of the enemies that were damaged (since health bars would have gotten cluttered).  I also used Unreal Engine's radial damage system so I am not sure if I somehow misused it.  Perhaps the damage does not penetrate enemies like I thought it would so any agents behind one that was hit may not have taken damage as intended.

As for the game's size, I know it's big, but I haven't learned how to avoid bloat in Unreal yet.  It was a problem on my last game jam as well, but (believe it or not) it was much better this time.  I apologize for the long download times and absurd size of the game as it was not my intent but I did not have much of a choice.

If the game ran slow for anyone, then I apologize for that as well.  I still need to conduct more research on Unreal to ensure I'm not using any wildly unoptimized features that drastically slow things down (like GameObject.Find in Unity or something similar).

I am also aware that I did not put any effort into the story and that I could have at least put a one line explanation somewhere.  My basic idea was that you were attacking this town for some reason or that the town was under attack and you were defending, but I never really fleshed it out and I couldn't think of anything that wasn't cringey/made the player seem like the bad guy so I scrapped the story altogether.

For anyone interested, some of the bigger extra features I had hoped to include given more time were different types of enemies, more intelligent AI that would take cover or run away when low on health, and adding realistic physics to surrounding cars and other objects so the player could shoot them and push them around to increase the chaos.

Thank you again for all your positive comments!  This gave me a lot of motivation to keep at it and do even better next time!

Thanks for the feedback!  The low FPS is probably my fault.  My computer is kind of beefy and, like you said, I used some high quality assets when I could have found something low poly.  I also don't have experience in Unreal so I'm liable to used unoptimized or otherwise expensive features or approaches without realizing it.  Finding assets, setting up animations, and all of the overhead took the entire first day so I barely got to touch code and I am more a programmer than anything else so I was ready to be done with that part.    Unfortunately, I downloaded so many assets when testing things out that my file size bloated to 1.4 GB which I only realized after the fact.  Only a fraction of them got used  If I had noticed that sooner, I would have trimmed the fat and removed assets I didn't use.

As for the keyboard mapping issue, I'll have to look into ways to avoid that in the future.  I didn't realize those keyboards were so common.

As for the design of the map, I definitely felt that I should have put the enemies upstairs and had the allies start downstairs, but then they would bottleneck on the stairs which caused some issues with hits registering.  I wanted the action to be everywhere, but could only manage to get the AI to stay in two places: upstairs and downstairs, so it wasn't set up all that well.  I had hoped the color of the health bars and armor would be enough, but there were a lot of health bars so I can see that being a problem.

Funny enough, that shot of the ceiling was actually a bug that became a feature.  I was trying to get the camera to stay in place when you died so you could watch your character fall, but I felt like the camera pointing up at the ceiling fit so I kept it (plus I was running out of time).

I definitely agree that my use of the limitation was half-hearted at best.  I'm not great at coming up with ideas.  I prefer the execution (i.e. the programming).  I still had a lot of fun with it though!

This gave me a good chuckle.  Horror comedy is an untapped gold mine.  The ending was my favorite part.  I don't want to spoil anything for anyone who hasn't played but it's great.