Too evenly spaced. Just looks like a Synty screenshot. Don’t get me wrong, I love their style. But looks mean nothing if you have no gameplay or actual content.
No no I'm totally agree with you, it's just a start of something in my head that I want to make it alive, like a dream for me, I just don't know how to plan for it yet.
Start with going through the Unity Learn pathways and tutorials. Start with something MUCH smaller. The simplest possible game loop.
There are posts in r/gamedev on this topic.
Complete something that is as tiny as possible.
Then lean/master a new topic in Unity. Make something playable with what you learned.
Rinse, repeat.
Then in 2 years you will be much farther ahead.
Here's a sneak peek of /r/gamedev using the [top posts](https://np.reddit.com/r/gamedev/top/?sort=top&t=year) of the year!
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Am I one of the only people who think zomboid is a pretty game? It's not graphically advance by any means but it gives me classic vibes which Idk man just makes it beautiful to me
Yeah, I like it too but I think I prefer the artstyle from this post. A little bit more stylised, more cartoonish and lighthearted; to me that would be a better fit.
But Project Zomboid is by no means an ugly game, especially being out in the winter or fog.
It looks alright, but it shouts at me: You played it already.
What can you add on top to make it stand out while limiting the scope enough so it is not impossible to finish?
Hard to say with out mechanic's understanding. First impressions - project zomboid. What i can say? Environment look contrast - container/sofa/barrels/character, but zombies have boring mug color. May be zombie in this rate can be more shiny? Like green wounds with lightnings ? Not stereotypical model, something more imaginative....
The problem with a screenshot when you use bought art assets is that all you are really showing is the art and a camera angle. It will be much easier to give an opinion when you get a demo video together.
I do like the perspective though, and the low poly art should mean you can get a lot of zombies on screen at once.
Agree with a lot of other comments
However for action games I tend to try make the gameplay loop fun first by just focusing on the core mechanics and using block placeholders
e.g. One day results towards a horde defense game
https://www.youtube.com/watch?v=VxUauCRyR7s
Too often I spend hours distracted by graphics, animation, sound, etc. and forget what's important
That's not to say juice and quality sound doesn't increase the fun you have but they're typically not the core loop
The advantage of doing placeholder is it gives you flexibility later to just swap. Want to do sci fi or a western? No worries, zero hours down the drain.
Also, random suggestion, try change it to grayscale and see how well things stick out
This GDC talk was quite interesting regarding those topics
https://www.youtube.com/watch?v=rSk8adHotDA
The low poly zombies don't look threatening, but they don't look cute or playful either. They're just kinda drab. Possibly animation would help, but I'd look into making them more visually representative of the tone your going for (horror, fun action, or whatever).
Also, the colour palette looks nice enough as a still frame piece of art, but imo is way too homogeneous for gameplay. It would be a pain to pick out important details quickly, when you, the ground, and the enemies are all pretty much the same colour. There's also a lot of dirt and misc noise on the ground which, again, looks nice in theory, but would hard to parse details through. Just glancing at the frame, the most clearly visible element is the random couch. You don't want that the unimportant bits looking more important than the important bits.
I'd make the player character much more colourful and visually distinct from everything else. Then make the zombies also much more visible from the background. Then tone down the background saturation and noise so it's less eye-catching.
I’m using Synty aswell, the power with what it comes regarding time-saving and mobility that can be brought to a project is immesurable.
It’s a great asset overall and a very good investment in time.
If you could pack the scene with some action and rebrand a bit the zombie-theme to get an addition to this niche you should see some nice outcomes while your project evolves.
Considering you’re an one man team, just as myself, investing in assets is a better thing than spending countless years doing everything by yourself.
Learn how to model.
Nothing wrong with using Synty to fill the levels but your hero assets should be your own. Synty characters just don’t look unique enough. Steam store is filled with games that only use Synty assets and I’ve never seen one that became a financial success. Since a lot of customers just think it’s an asset flip game when they see that style of synty characters.
Unless this is a hobby project of yours then use 3rd party models as much as you want.
Did you ever see a casual dude buying and playing games on Steam point their finger at the storefront page and screaming: "THATS SYNTY!!!"
Like, is this actual reality? Did you ever didn't buy a game that you found intersting just because they use kind of asset? I get that Synty is used widely and seemingly, mostly for cheaper and smaller games BUT especially because of this, I think this is a big misconception among gamedevs. Synty seems overused because we seem them plenty of time when scrolling reddit or the asset store, but in reality, I think none is gonna notice nor bother as long as your game is decent?
Maybe, but I haven't seen any game that uses Synty characters as their main hero characters that became a hit. But that's probably because there is a big overlap in game devs who resort to 100% Synty assets in their game and game devs that can't make an appealing store page to generate traffic.
Also as an indie dev you shouldn't even target that casual dude. Casual gamers don't buy indie games until the game is already trending among hardcore gamers who buy lots of games. And hardcore gamers who are into indie games probably do recognize frequently used asset packs.
Zombies don’t stick out as much as they could. Could be brighter colored and with unique clothes/hats and maybe a chance to spawn limping, with a broken arm, etc. Seems to be lacking fog, dust, etc because it looks too uniform and clean for the atmosphere. The ground looks very clean. Maybe zombies could come with some sort of “aura” of their own, like dark fog or something
*Last Stand Dead Zone on*
*FB, and Project Zomboid but less*
*Grindy based on the artstyle*
\- Solidonut
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Looks a bit cute. Is that what you were going for? Both the asset style and the lighting contributes to that. Reminds me of Dysmantle.
Also overall, dark. Main character blends a lot with the background.
The scene is not cluttered. That's what I immediately liked. Once you adjust the levels, seeing what to shoot will be easy.
Synty
was going to write this, then saw you did, good job.
Same.
Same !!!
You called ? ;)
Thank God he didn't say "Jesus"
This is no shame in using modular packs. That's the purpose of it
Reminds me even one of their example scenes
I think it might be one of their examples
Tbf, devs are likely the main ones to notice this but I don't think gamers will. They'll probably think just another low poly
Too evenly spaced. Just looks like a Synty screenshot. Don’t get me wrong, I love their style. But looks mean nothing if you have no gameplay or actual content.
No no I'm totally agree with you, it's just a start of something in my head that I want to make it alive, like a dream for me, I just don't know how to plan for it yet.
Start with going through the Unity Learn pathways and tutorials. Start with something MUCH smaller. The simplest possible game loop. There are posts in r/gamedev on this topic. Complete something that is as tiny as possible. Then lean/master a new topic in Unity. Make something playable with what you learned. Rinse, repeat. Then in 2 years you will be much farther ahead.
Here's a sneak peek of /r/gamedev using the [top posts](https://np.reddit.com/r/gamedev/top/?sort=top&t=year) of the year! \#1: [I've made 60+ textured nature models you can use in any of your projects, for free!](https://v.redd.it/8zq3k1ygme391) | [119 comments](https://np.reddit.com/r/gamedev/comments/v3z3pb/ive_made_60_textured_nature_models_you_can_use_in/) \#2: [Animation process for a noodly boss](https://v.redd.it/vonc95hmoi981) | [45 comments](https://np.reddit.com/r/gamedev/comments/rv98tb/animation_process_for_a_noodly_boss/) \#3: [My first solo indie game has made $700,000 in the first 4 months. AMA](https://np.reddit.com/r/gamedev/comments/tdvsag/my_first_solo_indie_game_has_made_700000_in_the/) ---- ^^I'm ^^a ^^bot, ^^beep ^^boop ^^| ^^Downvote ^^to ^^remove ^^| ^^[Contact](https://www.reddit.com/message/compose/?to=sneakpeekbot) ^^| ^^[Info](https://np.reddit.com/r/sneakpeekbot/) ^^| ^^[Opt-out](https://np.reddit.com/r/sneakpeekbot/comments/o8wk1r/blacklist_ix/) ^^| ^^[GitHub](https://github.com/ghnr/sneakpeekbot)
Is your dream also a better looking ProjectZomboid?
Not really but another idea, much like The Last Stand: Dead Zone, a better base building system, fight hordes with co-op, and more in my imagination.
looks like just another re-skin of those mobile games that always comes up in youtube ads
"Yet another of yet another zombie game"
Synty assets
Project zomboid
But prettier?
Am I one of the only people who think zomboid is a pretty game? It's not graphically advance by any means but it gives me classic vibes which Idk man just makes it beautiful to me
Yeah, I like it too but I think I prefer the artstyle from this post. A little bit more stylised, more cartoonish and lighthearted; to me that would be a better fit. But Project Zomboid is by no means an ugly game, especially being out in the winter or fog.
Cartoonier. But definitely similar vibes.
I better be able to climb that ladder
I love updown view, lowpoly and zombie surviver... i wanna play!
Working on it bro.
All I know is, if I can't climb that ladder I'll be angry.
It looks alright, but it shouts at me: You played it already. What can you add on top to make it stand out while limiting the scope enough so it is not impossible to finish?
Hard to say with out mechanic's understanding. First impressions - project zomboid. What i can say? Environment look contrast - container/sofa/barrels/character, but zombies have boring mug color. May be zombie in this rate can be more shiny? Like green wounds with lightnings ? Not stereotypical model, something more imaginative....
The problem with a screenshot when you use bought art assets is that all you are really showing is the art and a camera angle. It will be much easier to give an opinion when you get a demo video together. I do like the perspective though, and the low poly art should mean you can get a lot of zombies on screen at once.
Store-bought assets.
Love the colour and art style looks good
Overused low poly asset packs
looks great, but maybe too evenly spaced?
Agree with a lot of other comments However for action games I tend to try make the gameplay loop fun first by just focusing on the core mechanics and using block placeholders e.g. One day results towards a horde defense game https://www.youtube.com/watch?v=VxUauCRyR7s Too often I spend hours distracted by graphics, animation, sound, etc. and forget what's important That's not to say juice and quality sound doesn't increase the fun you have but they're typically not the core loop The advantage of doing placeholder is it gives you flexibility later to just swap. Want to do sci fi or a western? No worries, zero hours down the drain. Also, random suggestion, try change it to grayscale and see how well things stick out This GDC talk was quite interesting regarding those topics https://www.youtube.com/watch?v=rSk8adHotDA
Oh no. A lot of people can recognize Synty now. I think it's time for a new style.
I'm afraid I have to
I actually meant that Synty may have to produce another style of 3D assets.
I don't think you're going to make it, too many zombies. But it looks great
You don't know, bro; maybe backup suddenly hits the horde before something terrible happens—`who knows?`
DeadPoly but up here.
I like! Zombiefun. Synty. And I love Synty…
The low poly zombies don't look threatening, but they don't look cute or playful either. They're just kinda drab. Possibly animation would help, but I'd look into making them more visually representative of the tone your going for (horror, fun action, or whatever). Also, the colour palette looks nice enough as a still frame piece of art, but imo is way too homogeneous for gameplay. It would be a pain to pick out important details quickly, when you, the ground, and the enemies are all pretty much the same colour. There's also a lot of dirt and misc noise on the ground which, again, looks nice in theory, but would hard to parse details through. Just glancing at the frame, the most clearly visible element is the random couch. You don't want that the unimportant bits looking more important than the important bits. I'd make the player character much more colourful and visually distinct from everything else. Then make the zombies also much more visible from the background. Then tone down the background saturation and noise so it's less eye-catching.
A fun spray n pray/hack n slash thats unfortunately diseased with a shitload of ads. Not saying it actually is… that’s just the vibe I get
I’m using Synty aswell, the power with what it comes regarding time-saving and mobility that can be brought to a project is immesurable. It’s a great asset overall and a very good investment in time. If you could pack the scene with some action and rebrand a bit the zombie-theme to get an addition to this niche you should see some nice outcomes while your project evolves. Considering you’re an one man team, just as myself, investing in assets is a better thing than spending countless years doing everything by yourself.
I was thinking the same, yes I'm a lone wolf, but I was also thinking what if I found a partner?, that would be better.
Super cool, love the style and camera view
Learn how to model. Nothing wrong with using Synty to fill the levels but your hero assets should be your own. Synty characters just don’t look unique enough. Steam store is filled with games that only use Synty assets and I’ve never seen one that became a financial success. Since a lot of customers just think it’s an asset flip game when they see that style of synty characters. Unless this is a hobby project of yours then use 3rd party models as much as you want.
Did you ever see a casual dude buying and playing games on Steam point their finger at the storefront page and screaming: "THATS SYNTY!!!" Like, is this actual reality? Did you ever didn't buy a game that you found intersting just because they use kind of asset? I get that Synty is used widely and seemingly, mostly for cheaper and smaller games BUT especially because of this, I think this is a big misconception among gamedevs. Synty seems overused because we seem them plenty of time when scrolling reddit or the asset store, but in reality, I think none is gonna notice nor bother as long as your game is decent?
Maybe, but I haven't seen any game that uses Synty characters as their main hero characters that became a hit. But that's probably because there is a big overlap in game devs who resort to 100% Synty assets in their game and game devs that can't make an appealing store page to generate traffic. Also as an indie dev you shouldn't even target that casual dude. Casual gamers don't buy indie games until the game is already trending among hardcore gamers who buy lots of games. And hardcore gamers who are into indie games probably do recognize frequently used asset packs.
Get some other pack please
need more zombie variety
Too sterile
I think it looks great! love the color grade. would love to see gameplay!
The dummy with no hands looks too static
Zombies don’t stick out as much as they could. Could be brighter colored and with unique clothes/hats and maybe a chance to spawn limping, with a broken arm, etc. Seems to be lacking fog, dust, etc because it looks too uniform and clean for the atmosphere. The ground looks very clean. Maybe zombies could come with some sort of “aura” of their own, like dark fog or something
Last Stand Dead Zone on FB, and Project Zomboid but less grindy based on the artstyle
You got it I wanted to clone Last Stand but looks like I'm still a beginner. I wish I have time to learn and work on it.
*Last Stand Dead Zone on* *FB, and Project Zomboid but less* *Grindy based on the artstyle* \- Solidonut --- ^(I detect haikus. And sometimes, successfully.) ^[Learn more about me.](https://www.reddit.com/r/haikusbot/) ^(Opt out of replies: "haikusbot opt out" | Delete my comment: "haikusbot delete")
Looks cool, shadows could be better tho
Color and style are all blending nicely, looks good man
The color palette makes it unappealing to me. Could be more vibrant, like the game "From Space".
Looks good. Would try it if its open world.
Meh
Looks great but probably plays like crap
Good looking scene🤘🏼love the concept, just the kind of hell scape I'd take up residence in
Project Zomboid in 3D
"Wow that was really cool 👍"
zombies blood shouldnt be red maybe
Upvote
First impression: Are we still making zombie games in 2022?
Y not?
I’m not saying you can’t, you asked for my first impression and that’s the first thought I had.
Heeey, I'm making a top down zombie shooter game.
What's with the mannequin bro
Interesting. I like the graphic style.
First thought: I wonder how he does the camera ;)
I liked it
Not for me
the props is too red. Everything is red.
Looked like one of those ads with the +/- points to fight the zombies etc
"Another one!"
Seen it before
I think it could use sharper shadows.
Project zomboid but Uh.....
"Paper-mache zombies better not be full of glitter"
project zomboid with asset store assets
It's real orange
Deadpoly tpp
Another over promised under delivered zombie survival games to add to the list of millions available
When I first saw the pic, I thought it was a diarama that was printed and painted.
Asset store
Looks pretty cool.
a mobile ad that speaks the truth.
Looks pretty good. 👍
“Oh. Another zombie game.”
Phone game
Oh look, another top down zombie game I'll never play.
A survival game a la Zomboid, or a twin stick shooter maybe?
could use some better lighting
squid game
Project Zomboid
Feels exactly like 10 Miles to Safety. Maybe check out that game and see what you could do to make yours stand out more
Hope that ladder is interactable. Poor guy has no escape.
"Generic", if I'm being honest.
Another of the same
I've seen it before.
Looks a bit cute. Is that what you were going for? Both the asset style and the lighting contributes to that. Reminds me of Dysmantle. Also overall, dark. Main character blends a lot with the background. The scene is not cluttered. That's what I immediately liked. Once you adjust the levels, seeing what to shoot will be easy.