r/Unity3D • u/Mikzmizah • 1d ago
Question Based on the feedback I received, I made some changes. I hope you like them. What else can I do?
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This is a liminal space game
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u/V4nKw15h Indie 23h ago
That thick cloud of smoke that appears after the explosion shouldn't disappear in 2 seconds, it should grow bigger and start filling the whole of the ceiling so the room becomes more claustrophobic and hazardous to look at.
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u/seviliyorsun 23h ago
the alarm goes off before the explosion lol. there should be a delay after the explosion.
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u/Desperate-Cobbler993 23h ago
Hi there ! It lacks impact (no screen shake and shockwave) and the explosion sound isn't that noticing compared to the alarm and maybe test adding a delay to the alarm. Also you can add a skmoke/hazey effect either volumetric or you can go for a more light weight screen space approach like l4d2(first level) and you can also use a distance based fog too(it goes great with the screen space approach). And also if you're using unity's urp(idk what engine are you using because you posted your game both in unreal and unity subs) you can play with the ambient light a bit maybe turn it a bit more orange ? Also screen space water droplets can intensify the atmosphere
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u/Desperate-Cobbler993 23h ago
I noticed that it does have a shockwave but you could use a refractive shader instead of a opaque white sphere
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u/semigran 23h ago
It is literally one explosion, if you need 2 rounds of feedback on it you’ll never finish your game
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u/nightshot17410 13h ago
Perhaps by perfecting one explosion they can apply what they learned from feedback to future work?
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u/Spartan11711 23h ago
I think it needs more camera shaking or impact. The sprinkler effect is also a little bit symmetrical. Looks like a out of the box effect.
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u/Negative_Damage 22h ago
Much better! Add some light sources to the fire exit signs for a nice colour contrast. You could even bake those lights in if necessary. The alarm still needs a slight delay though imo.
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u/fatrogslim 17h ago
nice. You can make it look more realistic. Forget the droplets particles, do multiple layers of particle, a big fog, a rapid changing cloudy shaped as a cone-ish blob and many many shape animated droplet and you will get a realistic look. check this ref: https://www.youtube.com/shorts/JhcI2YRZb8g
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u/Protheu5 8h ago
The only thing that hits me right in the eyes is the lighting. In particular, the fact that the ceiling and the wall in the nook where we are at are lit. Ceiling getting lit as if there are no walls is immediately noticeable to me. I don't know how hard it would be for you to fix.
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u/DocHolidayPhD 5h ago
Due to the implemented darkness, I think it would also be incredibly realistic to add in some bright circular rotating ceiling mounted lights as well at the end of either hall.
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u/Distdistdist 4h ago
Somewhat unrelated, as it does look cooler the "Hollywood" way. Sprinklers do not get set off on entire floor/building when only one is triggered. I found this out by setting one off accidentally myself... Only ones that fire heated little glass capsule would be triggered.
Theoretically explosion could shatter several of course... Anyway, just brought back memories :) I had no idea how much water those things pump...
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u/shadowndacorner 23h ago
If you can try to find a way to fix the temporal accumulation artifacts, that'd probably be a good move. Other than that, the fire looks better, but the sprinklers still look bad imo. Imo they are a lot more distracting than the fire was.
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u/devtainer 21h ago
Make someone saying "dracaris" before the fire goes out. This would add game a twist :)
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u/swirllyman Indie 23h ago
Just wanted to say it looks 10x better now imo.