The Day Before We Found Out its an ASSET FLIP!

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Check out this thread on The Day Before:

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#thedaybefore #gaming #fntastic
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The difference between an asset flip and a normal game that uses assets is the level of effort. Using assets lets you focus your time on things like gameplay systems, depth of mechanics, and actually building the "special sauce" that makes your game different than the rest, fun, and worth playing.

The world is lifeless. There's barely any zombies. Running into players is rare. When you do find combat, the gunplay is terrible in all aspects. The quests are simple fetch quests of items you already loot from containers. All there is to do is loot, kill, rinse and repeat and even that loop is poor to mediocre. There's no special sauce here.

travellingslim
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Games like these are the reason why i stopped Pre-Ordering games, so much promice and all for nothing, il do the smart thing and just wait for the reviews for all games before i spit out a ton of money on all this smoke and mirrors

thesynthscreamcollective
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This leadership team has done the small developer and “early access” tag a huge disservice in my opinion.

Manic.miner
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This was so not expected ! just like that CGI tear on the thumbnail, the whole things a huge shock to me 😐

CouchCoop
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If they were just honest with development, they wouldn't be getting this much hate. They can't be trusted.
Id put money on this game being abandoned in less than 6 months.

LucageArts
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Laugh on the day before, cry on the day after.

RetroMancer
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Still can't believe this was the most "Wishlisted" game in history lol

AlanMichaelJackson
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Anyone that uses 1% of their brain could figure that out. You're still the man though brother.

AlanMichaelJackson
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As a disgruntled passionate gamer who's been disappointed with so many 'bad' games released by triple-A companies, I aspire to create my own indie game too, sometime in the near future.

As such, your preface about marketplace assets being fine to be used where needed - particularly for solo devs/ tiny studios - is something that I truly appreciate. 👍

qualwinters
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It would be hilarious if some youtuber remade almost the whole game with these assets, but made it better

bane
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The game Phasmophobia uses entirely pre-made assets, but what it does with them is incredible. People should respect people who use assets more as that allows a dev team to focus their efforts into a good game, rather than a pretty game. It also helps to support 3D modellers who aren't hired by a games company to earn money using their skills.

elektra
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A good example of bought asset being used well is, in my opinion, Dark and Darker. You can try all these DaD clones like Greed is Good, Dungeon Stalkers, etc and they are absolutely terrible. You might have issues with the balancing of DaD; but the combat, the movement, the UI, and the code are all rock solid. Iron Mace is a small studio of mostly programmers and engineers, not artists; and they keep a public log of all the assets they use. They don't lie about using bought assets and instead use the time saved in development to focus on content and patches.

You can go all the way back to the alpha and first play-tests and see that they built the game from the ground up with game feel first and visuals second. The early play-tests a lot of the environments were basic grey-boxing, but the combat and server infrastructure felt great because THAT is what was focused on in-house, the game feel, the *special sauce* .

This, I think, is why The Day Before is such a huge failure. Even the UI and grid inventory system are copy/paste bought assets. The player controller is a bought asset, the gunplay is bought, I'd bet even the server infrastructure is a bought asset. There doesn't seem to be anything that was hand-crafted in-house for their project. There is no hand crafted "game feel" so it feels like a lazy, half-baked, barely functional "true asset flip".

Mekose
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"It's not an extraction game."

Yep. You just get your loadout ready in a hub, head out into the open world, loot and explore, and then... extract. Wait.

vortexmars
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Those of us that saw that early "open world" trailer tried to warn people that it was rendered footage and not game engine....But no one wanted to listen...well a few of you did.
The amount of lighting/reflections in one of those city scenes in that first trailer would melt a NASA system if rendered in r eal time

DrMurdercock
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ya gotta love getting killed behind cover. on his screen you were probably a giant floating head -Another GREAT bug.

budvision
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Fortunately I learnt a while ago to never pre order anything in the gaming industry, unless it is a product Guerilla Games have made (The developers of Horizon Zero Dawn and Forbidden West).

TommyRayzer
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5 years of working resulted in a 5 weeks of putting together product

ZzzarieL
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As a developer myself I think the awesome game engines and available asset packs we have nowadays is a double-edge sword. One one hand, it's great that small teams and even single developers can create great games that otherwise never would have seen the light of day. On the other hand, using these tools has become so easy that it tricks people into thinking game development is easy, and when they hit a brick wall because they don't know how to code (and didn't realise it was necessary), or they don't know anything about game design or project management, they either quit or become lazy and push out a barely functioning mess.

I don't care whether a game only uses store-bought assets for its graphical and audio design without even modifying it one bit. If the developers or the players don't care that things in the game will look and sound like other games, it's like paying a contractor instead of employing an artist in-house. What I do care about is whether the developer knows how to use those assets to create a good game. Even if Fntastic can show they created 100 % of the assets themselves, it's still a bad game.

One thing I don't like with lazy developers like the people at Fntastic seems to be, is when they buy an asset pack with 100 houses for example and only uses two of them but jam the whole thing inside the game package, instead of extracting the assets they want to use and only put those in. That would save a whole lot of disk space and download time.

oliver_twistor
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I still find it funny how they brag about “ThIs gAmE iS fOr YoU eVen iF yOu haTe uS” The Day Before and then decided to close every single communication The Day After the game didn’t come up to par The Day Of.

augosyx
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We always knew it was going to be a low-effort asset flip. They probably made the game in the last few months, not over the 4 years they claim.

Nomanspie
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