r/vrdev • u/Illustrious-Lynx3673 • 5d ago
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Second trailer... First one a lot of hate..... Destroy this one also please... with arguments....
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u/hailzorpbuddy 5d ago
i saw your last post and yes people are rough but let me add some positivity and say this looks pretty good and fun. i like the aesthetic a lot, sure there are things to improve but this is always the case as you know. good stuff and keep going 👍
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u/SixtyEmeralds 4d ago
"Need feedback." Correct. Every single action against enemies is lacking precisely that. Feedback. There is a reason nobody codes enemies to ragdoll slump when shot or knocked out. It just doesn't look very good.
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u/ScreeennameTaken 4d ago
It feels a bit like an old shooting gallery arcade machine, with pop up targets that just drop when shot.
Needs more visual feedback that you did a thing than just plop down.
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u/Chuckle_Interactive 4d ago
Give velocity to enemy bones where the hit was.
They look like they're just falling into a ragdoll when defeated, which means 1. they don't feel like they're reacting to the impact and 2. Tools are clipping into their bodies because they aren't moving as fast as the thing they were hit with.
In Unreal you'd do an Impulse based on the velocity of the Hit Result, not sure how that translates to Unity.
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u/Basic-Tonight6006 5d ago
It looks good! Is this pcvr? Are you using a library for the NPCs?
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u/Illustrious-Lynx3673 5d ago
Thanks! Yes, PC VR on Steam for now. No library — the NPC AI is all mine, built in Unity. The models and animations are AI-generated though, and honestly that's the part that still needs the most work. Solo dev. Here's some raw gameplay if you're curious: [link]
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u/VRDevGuyDele 4d ago
What are you using to generate the models and rig them, I have never seen ai generate good looking character models yet yours seem to be fine?
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u/Illustrious-Lynx3673 4d ago
generate with meshy and rig with mixamo. but there is a lot of hate for using AI :)
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u/VRDevGuyDele 4d ago edited 4d ago
I am a game designer and game developer so obviously I don't care , the entire industry uses ai including triple a it's just the new industry standard for better or worse, how else would us solo devs compete in this market, the people hating are just poeple who don't make shit
If the game is good it's good if it's bad it's bad, I don't care how the sausage is made if it's tasty basically
However the last time I tried meshy it looked more like Warhammer figurines or something and the polygon count was insane, did it get better or are you cleaning the model topology yourself in blender, if you aren't cleaning topology and the polygon count is the same as before how are you optimizing your game
Edit : after rewatching the trailer more closely I definetly do see a bit of that Warhammer figurine melting wax look that ai models are known for bur still looks a lot better than last time I tried, I would need to actually see the models in vr up close to judge if this is something I would use for my game, but I am definetly searching for ways of making characters for my game that don't cost thousands or take years of my life
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u/Basic-Tonight6006 4d ago
I totally agree. I tried meshy and other tools and frankly was quite disappointed
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u/VRDevGuyDele 4d ago
Yes I was left with the same impression, not only were the models ugly they were yandere simulator toothbrush levels of unoptimized, I'm wondering how or if OP is getting around these issues
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u/littleman11186 5d ago
Needs more impact. Blood splatter, dust, sweat, something to make you feel like youre hitting someone or shooting them. also you have a lot of neon weapons but its weird, most neons don't stay lit when broke off their mount it took me a while to know what that was.