No no no, you see, the game is amazing because it uses _real_ gun sounds. You can't criticize these absolutely great gun sounds used in games like Cull of Dootles!
What I don't understand is why put in a hunger meter if your game is linear? The point of having a hunger meter is so you can balance risk and reward with venturing out into the unknown to try and find a scrap of food. But if it's all in your path anyway, then it all becomes kinda redundant....
It's not the worst idea, really. Say, for example, the plot had something to do with some sort of cataclysmic event (such as a nuke) which will wipe out all life within a certain vicinity. The narrative would suggest a very limited amount of time, though having a timer constantly ticking down could be overly stressful and, should it be badly timed, unfair to the point of broken. Having some sort of survival feature in a linear game can subconsciously urge the player to keep moving forward, seeing as exhausting resources from a previous area could prove fatal if they don't keep going. If the player finds a good stash of items, then they could more carefully explore the area without having to worry about sudden death. In short, the player is given urgency to move forward without having to give them a blatant time frame. This, in turn, creates tension and natural resourcefulness, seeing as they won't be so sure when their next meal will show up. For a basic example of this concept in a fairly linear game, see Metal Gear Solid 3.
MGS3 did use this concept in an enjoyable way. It helped that the setting of 'military base in the wild' allowed there to be lots of edible wildlife around, which meant that you had to actually find and kill the animals for Snake to eat. Plus, when Snake is not hungry he regenerates health, which IIRC was the main incentive to keep him fed. I believe there was also a type of camoflauge outfit that regenerated his energy automatically whenever he was in sunlight. Compare that to this game, which just lays out food at random points in the map and doesn't give much reason for its existence. I suppose it does force the player to get a move on, but it doesn't really seem to synergise much with the rest of the gameplay and was probably added to make the game 'more realistic'.
Right, but in MGS it also had an impact on your gameplay. Your arms would be shaky while aiming, your stomach would growl thus introducing the risk of being heard from the enemy soldiers, your wounds wouldn't heal on their own etc. Also, MGS wasn't bothering you so much with eating; if I recall correctly, I managed to complete the whole game with only 3-4 meals eaten. A full stamina bar would last for hours (or minutes if you had bloodsucking leeches attached or a tranquilizer round from The End). The camo you mentioned is Moss, you get that from The End, and it does regenerate stamina while you are exposed to sunlight. Alternatively, equipping the EZ Gun would also max out your stamina. As a die-hard Metal Gear Solid fan I couldn't resist replying to your comment, sorry :)
Just thought I'd share this beautifully written positive review: " Hi guys! Today i review a zombie-action Invention 2. We play for guy , who analyse laboratory and in city virus was infected people. On city we need find rescue. On streets you pickup guns and kill more zombies. Music on game good and zombie models as 5.5/10. In-game: + System requirements + Music +- virus story - single player + low price + unity engine And as result 5.5/10 . Because zombie shooter is fed up us. "
Speaking of asset flipping, the graphics from all of the inventory items are straight from a small project called "Inna Woods." Its possible the assets were purchased or otherwise acquired, but seeing the rest of the game, I'd be heistant to trust it.
Funny enough, only three of the positive reviews are in English. The rest are in Russian. From the Russian I know and remember, a lot of the reviews were just very bland "good shooter, good atmosphere" yada yada type reviews after playing for 1-4 hours. One person claimed the game had an "interesting loot system." One gave it praise by basically saying "no more boring objectives to complete, just taking out all the enemies and picking up everything lying underfoot." Another guy says "if this game came out in the 90s, it would make a big splash." Someone else gave it the positive review of, and I quote, "Katana Simulator!" A lot of the reviews are just summing up the game without actually reviewing it. A good majority of those commented on the fact that there is a Russian translation, and a lot of the people who I clicked on shared the group ACE Team Developers for some reason, and were all in various "Group Buy" or "Win Game!" type of Steam groups, though they were all in 400+ groups so fuck if I'm going to do that much digging. Also the publisher of this game is a Russian indie game developer, with a VKontakte page and everything. So I think Russians just really like games with Russian translations.
Jim, we all stay to the end so we might be lucky enough to hear some Story Time With Uncle Jim-Jim. Also, one of those cars in the parking garage looks like a 1964 Ford Galaxie XL 500 my dad had.......just all grey and untextured. Just bringing it up because that's a weird choice of stock asset car IMO.
There is no way this isn't a L4D map... The sewers, then that area where that one character did a thing? Like... that place stands out to me. It's bad that even I recognize this map.
Ay, I'm subbed to that channel. He feeds live cockroaches to his ants and records it while the voice over talks about his fascination with ants. Definitely a James Bond villain.
The damage didn't appear randomized. Everything I saw looked like they were just taking more damage when you shot them in the head. When you shot wild and hit their limbs or torso they took more killing, and it was the same with the katana, torso slashes took longer to kill than head shots. I can't imagine the game is worth booting back up to check, but I think that's what I saw.
3D guy here Jim. Although I'm yet to set up a ragdoll in Unity I have done so in other programs and you do need to set joint limits. So knees only bend in one axis and only so far, same with elbows, hips and shoulders should only swivel so far etc. etc. It takes time and a basic understanding of anatomy and it looks like these ragdolls aren't set up properly. You'll often see ragdolls where the limbs have been set up correctly but they've left the spine bones with a huge range of movement which causes bizarre poses. When you see a neck stretch like that though it looks more like it's attached with a spring joint which is just plain wrong. Maybe Unity defaults to a character joint with no settings, I don't know.
Not a 3D guy, but a lot of the 'noodly' physics are also often caused by having bad physics colliders on the bones. If the physics engine is trying to push a capsule outside of another capsule, the bones get further apart and contort the mesh. You know this, just adding to your comment.
Yes thanks, I had forgotten about that. I would normally have my colliders not interact but maybe Unity needs you to set a ragdoll's bones on their own layer or something. I'm kind of curious now, I might have a play and see what their set up is.
Ian Bright Well if your colliders don't interact surely you can have the arms go into the torso or themselves (limits would help too). Anyway, point being that this kind of thing should be an easy fix.
Yes your limits reduce that sort of stuff. I think in 3DS Max where I've made most of my ragdolls the engine knows that two colliders that are connected by a joint shouldn't fight each other as I don't recall ever having a problem in Max like that but it's been a long time since I've made one.
Game engines may not get (or use) all of those settings though, and these models are often set up with the bare minimum (lucky to even have anims as there are other anim packs). I know in Unreal, every armature gets a physics asset with colliders generated.
While I wouldn't play this game by any means, I do have to admit it does a lot of things better than most shitty asset flips. The stamina meter seems more realistic, the grenades have some actual punch, and the shotgun has some satisfying sfx and power. Kudos to them for that.
The best bit is they're taking all this legal action without any actual legal representation. They've put requests for lawyers to contact them on their own website as if any even semi-competent lawyer would risk being associated with the train wreck they've spent months manufacturing.
7:00 Jim, that's because these poor zombies, contrary to the other ones, are deformed, so can't move or withstand pain very well. That's very insensitive of you to assume that, because you considere them uglier, they would be thougher and then you're surprised that they aren't. That's zombie shaming, sir !
Interesting note is that of the (at time of writing) 99 reviews on steam right now, only 18 are in English. Of those, there are 3 positive and 15 negative. The rest of the reviews are in other languages, a cursory skim shows mostly Russian. Of the non-English reviews, 72 are positive and 10 are negative. Not saying that means anything, but I am most certainly implying it means something.
I think the reason the game has positive reviews might be because it's mechanically "Playable". I don't think the majority of players are aware of the unity asset flip thingy and if they are maybe they don't see it as a big deal in a game that runs decently.
I just noticed something interesting... the reviews are all "Steam purchases" it does not have a single "Key Activation Review" however when you read the reviews they are all Negative... and than I clicked on "Reviews in other languages" and than I laughed... and laughed.... and laughed!
Jim, when you see a game like this one; everything works, there's no obvious flaws to the inexperienced eye, but no real effort put into it, no modeling, no custom animations, something not deliberately made poorly but nothing good, and made in Russia. The chances are it's a money laundering scheme. I was going to do an in depth report on the practice, but I have 10 subscribers on my channel and I'm not sure it's worth the risk. These people are not Digital Homicide, I can afford a lawsuit. If you're interested, I'm sure you can do the legwork, and I can give you what information I have. The problem is usually getting business documentation from Russia, the government knows about it, but there's little they can do if the product looks like a legitimate attempt, so the finances stay in perpetual investigative limbo.
I was thinking that all the way through. They seem to have tried to recreate no mercy as best as they could with stock assets. Crude facsimile that it is. At least they are trying to copy something good, except ya know, without being good.
Yeah I feel the same, they could've used the normal human bodies and a few model tweaks and triple the number of zombies without having to add the one that didn't fit. The crazy walking one... put some cargo shorts on it and an open shirt and there you got zombies. Someone also needs to teach them how to make a proper normal map.
JETWTF Nice man, I tried to self learn, but I really couldn't for some reason, College basically help put me on track gave me motivation to learn, since I need to in order to pass a class. But heck the fact that it's so easy to self-learn to game making, just keeps reminding us how lazy these Asset Flippers really are.
If you start by making changes to existing games the learning process is much easier than just following guides. Then messing about with 3DS Max to learn what functions do what while changing a games model lets you learn the program faster rather than starting with a box and making that into a house. Absolutely no substitute for a class though but can be a great addition by trying things out for yourself and discovering unconventional methods you teacher may not cover that may make your own workflow faster. I'm no professional but I can make and rig armor and clothing and I hate it and enjoy it at the same time. What I prefer is making everything else like furniture, building kits, clutter, general decoration and oddly enough plants without SpeedTree making them for me. Something oddly fun about taking a plane and cylinder standard primitive and ending up with a rose bush. So yeah asset flippers disgust me to no end when allot of game design is allowing yourself to be creative and build something only you imagined. It is especially bad these days when a game engines editor does half the work for you compared to say something from 1998 when I started modding games for a hobby.
I don't know why, but for some reason the fact that he can't (or at least doesn't) say the names of "that developer" or "that game" makes every goof aimed at them a lot more funny to me.
I'm glad you gave Dead Rising a mention. Dead Rising is one of my favourite games of all time, and I can understand why people dislike it, though I disagree with most of the reasons. The original dead rising, while clunky, is perfect in a lot of ways, and there's never been a game - even MMO's - that give me quite as much replay value as that one
eeveelution8 That's fair enough, everyone must judge to their own standards. But in my opinion, while this game is not bad or broken in a hugely notable way, it's still very humdrum and sloppily put together and I personally wouldn't consider it worth my time.
This is totally a game, dude. They might be reusing publicly-available assets, but it's got a playable single-player mode and it's certainly a lot more functional in general than some of the drek that winds up on Steam Greenlight.
That is really stupid. That's like saying "that's not a real movie" because I didn't personally enjoy it. Just say it's a bad game, stop trying to push everything to some childish extreme. A game does not need to be fun to be a real game. By your logic, Papers please is not a real game as well as any other game that pushes for something other than mindless consumer enjoyment.
None of these survival games ever incorporate going to the bathroom despite having to eat and drink so heavily. Just once I'd like to see a toilet meter in which you would have to relieve yourself to fill it back up. It would add tension to games since you have to pick when you can go since you may get eaten by zombies while doing so. Plus I would like to see a wee stream when actually peeing if male.
"Hard Time" is the only game I know of that has a toilet meter, but it's an iOS prison game made with a wrestling game's engine, so it's a bit of a divergence from this genre.
Holy shit, the dev of this game stole the inventory icons. I forget the name of the game, but you could make your own little soldier/zombie apocalypse survival dude and deck him out with clothes and fill his inventory with shit. The gun and knife icon in the inventory are ripped right from it. Wish I could find that website...
The "noodle-y effect" is caused by the ragdoll bones not being linked together well. Each limb or "bone" is a separate rigid body linked together. My game is in Unreal Engine 4, and with that engine you can set things like max degrees of rotation between bones, if it's a soft or hard limit, dampening, etc. Sometimes it's hard to get these variables working in a way that works well 100% of the time. If two rigid bodies try to overlap, engines handle it by forcing them apart, sometimes with too much force, resulting in what you see where the limbs stretch out.
To be perfectly frank I think it's got a decent level design compared to the usual shite. Not a lot of bugs, it looks playable (which is rare), and as for music? Yeah it's re-used but for some reason reminds me of old fps's like Blood and Hexen.
I had a feeling I wasn't the only one who found that unfortunate. I'm not saying Jim has to be a firearms expert, but an AK has a very distinctive look to it, so I was very surprised to see Jim confuse it with an AR.
I asked this question on one of Jim's videos before but what is a good example of a game that uses assets bought off the Unity store? And how exactly should assets bought off the Unity shop be used?
as a building block or placeholders in the alpha as testing the game engine and mechanics is what the assets are mostly used for by competment devs.Dungeons of Kragmore had coherent use of unity assets since they all looked like from the same game universe. So did Deadly Profits. Its not the use of unity assets its the incompetent lazy use that is the problem.
Firewatch. It uses assets to *enhance* the feel of the game without them spending tons of time trying to code what they want, when they have what they want already on the store. That's the best use of assets imo. To upgrade the look of your game. Second best reason is to help get core code in so you can code around it. Camera code imo is the best example.
Just keep the style the same, going for realism ? keep everything realistic, I know that sounds logical but it isn't to some apparently. -pay attention to resolution of the textures, if your game has all 4K textures and a random barrel only has 1024 its going to stand out. - polycount counts and is linked to style, the zeds in this game are very low polly and don't belong in current gen games. -lighting is incredibly important, this game looks bad but it could have looked better with proper lightning.
many developers use bought assets, even on AAA games... devs from AAA games won't spend their entire time making 10 different types of books, 5 different cup of tea, furniture and etc also, usually those bought assets do suffer some alterations so it can fit the game style and theme as long as your assets are cohesive it's fine, it needs to look like it is part of the game, like having similar amount of polygon, same graphic style and etc... usually the shitty asset flips have assets in different resolutions, different proportions, textures, style, theme and so on
This game seems to actually be okay. It's got a lot of bought assets and has that 'steam greenlight look' to it, but it doesn't seem to be lying about anything, the price is reasonable, and there is enough content to last at least an hour. We'll see if the developer tries to sue Jim tho.
This seems like just an average, somewhat generic zombie FPS game. Nothing seems broken or really buggy about it, at least judging from this video. As someone with a PC that can't run most games made in the last 10 years, this doesn't exactly inspire me to upgrade.
There's quite a market for ~25 cent reviews on russian websites, mainly low-fish ad clicking sites, but also on more-less decent ones that offer translation tasks, so...yeah.
Remember to reach out on the support email! We MUST be sure they fix these itty bitty issues. I hope you reached out also to show them your review. Wouldn't want them feeling attacked due to you're "FAIR" critique.
2:24 "I feel like legally I can say that, because that's just a presentation of an inescapable fact." Inescapable facts, also known as the bane of the Romine brothers' existence.
CrazyKraken Well, Digihom is American, Konami are Japanese, and most crappy mobile games come from Chinese companies. So, can we just say that all countries can have awful devs?
I watch for the Jim's commentary, not for the content of the games he's playing. I find his commentary soothing and entertaining. I may have a small crush on Mr Sterling.
While the idea that this much thought was actually put into the game is arguable at best, I have to be a devil's advocate here, regarding "medkit" button and no weapon wheel. Having those items just dumped into their own magical hammerspace would seriously unbalance inventory management mechanic this game seems to be going for. But, that applies only if whoever slapped this together was thinking that far.
I feel like someone should make a tutorial series on how to avoid these common issues that Jim always sees in these games like the Unity Noodles and how to edit pre-bought assets to make them original.
Those who don't learn from history are doomed to repeat it. So sayeth Jim Copulating Sterling, my Son.
Jim Sterling progeny with one x and one y sex chromosome
Kd
is that an AK? haha
No true words have been more clear
No no no, you see, the game is amazing because it uses _real_ gun sounds. You can't criticize these absolutely great gun sounds used in games like Cull of Dootles!
Are they from Boom Library tho?
XD fuck me I forgot how they actually argued that in that 'interview'. oh christ lol
Listen to it again for an hour of not really understanding what's going on.
"so you're saying professionally recorded gun sounds are bad."
I'm sure in his review of this game, he'll say, "WOW, those gun shots sound good!"
What I don't understand is why put in a hunger meter if your game is linear? The point of having a hunger meter is so you can balance risk and reward with venturing out into the unknown to try and find a scrap of food. But if it's all in your path anyway, then it all becomes kinda redundant....
You're thinking about this game harder than the developer did.
well, that's because game design isn't something this type of "developers" can buy on the unity store
It's not the worst idea, really. Say, for example, the plot had something to do with some sort of cataclysmic event (such as a nuke) which will wipe out all life within a certain vicinity. The narrative would suggest a very limited amount of time, though having a timer constantly ticking down could be overly stressful and, should it be badly timed, unfair to the point of broken.
Having some sort of survival feature in a linear game can subconsciously urge the player to keep moving forward, seeing as exhausting resources from a previous area could prove fatal if they don't keep going. If the player finds a good stash of items, then they could more carefully explore the area without having to worry about sudden death.
In short, the player is given urgency to move forward without having to give them a blatant time frame. This, in turn, creates tension and natural resourcefulness, seeing as they won't be so sure when their next meal will show up.
For a basic example of this concept in a fairly linear game, see Metal Gear Solid 3.
MGS3 did use this concept in an enjoyable way. It helped that the setting of 'military base in the wild' allowed there to be lots of edible wildlife around, which meant that you had to actually find and kill the animals for Snake to eat. Plus, when Snake is not hungry he regenerates health, which IIRC was the main incentive to keep him fed. I believe there was also a type of camoflauge outfit that regenerated his energy automatically whenever he was in sunlight.
Compare that to this game, which just lays out food at random points in the map and doesn't give much reason for its existence. I suppose it does force the player to get a move on, but it doesn't really seem to synergise much with the rest of the gameplay and was probably added to make the game 'more realistic'.
Right, but in MGS it also had an impact on your gameplay. Your arms would be shaky while aiming, your stomach would growl thus introducing the risk of being heard from the enemy soldiers, your wounds wouldn't heal on their own etc.
Also, MGS wasn't bothering you so much with eating; if I recall correctly, I managed to complete the whole game with only 3-4 meals eaten. A full stamina bar would last for hours (or minutes if you had bloodsucking leeches attached or a tranquilizer round from The End). The camo you mentioned is Moss, you get that from The End, and it does regenerate stamina while you are exposed to sunlight. Alternatively, equipping the EZ Gun would also max out your stamina.
As a die-hard Metal Gear Solid fan I couldn't resist replying to your comment, sorry :)
I love that "DSP'ing it" is a term for showing incompetence playing a video game. That is delightful.
I'll be your little pony, Jim.
This needs to be the top comment ^
I'll bring the saddle.
It is
+breakingbad1011 there are things worse than bronies. Like undertale.
Jim's pony name would be chungus lol
'Unity Noodles' would be a great band name.
Agreed.
Pop culture in the morning
Be careful there, Jim. You don't want to get sued for a gazillion, fifillion dollars for mentioning the Slaughtering Grounds on your video.
Chachillion, kabillion! yen.
I had the group liquidated, you little shit!
quadrillion is a thing if you want to use something big
***** woosh!
What about a quintillion?
"I was really concerned about the food, I wasn't worried about my health!"
Story of my life pal.
The inventory is from a program called "Innawoods", look it up.
Super cool, to bad someone is stealing their stuff again....
On a real squirty plays/jimpressions binge again, some funny funny stuff 👍
Just thought I'd share this beautifully written positive review:
"
Hi guys!
Today i review a zombie-action Invention 2.
We play for guy , who analyse laboratory and in city virus was infected people.
On city we need find rescue. On streets you pickup guns and kill more zombies.
Music on game good and zombie models as 5.5/10.
In-game:
+ System requirements
+ Music
+- virus story
- single player
+ low price
+ unity engine
And as result 5.5/10 . Because zombie shooter is fed up us.
"
very thank i will buy game, now because review
Engrish bad shit for coitus.
Dear Princess Jim...
Princess Jim wants to take a ride with his little ponies ( ͡° ͜ʖ ͡° )
Tell us all about your friendship adventures xD
He has plenty of friendship adventures with Digital Homicide.
I suppose they've learned a lot together, them and Jim... But mostly them.
I'M MY OWN ORIGINAL CHARACTER, THE BLAUGHTERING BROUNDS
DONUT STEEL!
And I'm not Digital Homicide, I'm my own original character: Bigital Bomicide
And I'm not Kobra Studios! I'm Blobra Bludio!
Ogod the icon sells this.
Nice.
Speaking of asset flipping, the graphics from all of the inventory items are straight from a small project called "Inna Woods." Its possible the assets were purchased or otherwise acquired, but seeing the rest of the game, I'd be heistant to trust it.
I love how DSP's legacy now is basically a verb for whenever you miss something completely obvious.
What is DSP?
@@richardhambel648 DarksydePhil. Follow me down the rabbit hole: ruclips.net/video/So7wLuuDiHA/видео.html
Funny enough, only three of the positive reviews are in English. The rest are in Russian. From the Russian I know and remember, a lot of the reviews were just very bland "good shooter, good atmosphere" yada yada type reviews after playing for 1-4 hours. One person claimed the game had an "interesting loot system." One gave it praise by basically saying "no more boring objectives to complete, just taking out all the enemies and picking up everything lying underfoot." Another guy says "if this game came out in the 90s, it would make a big splash." Someone else gave it the positive review of, and I quote, "Katana Simulator!"
A lot of the reviews are just summing up the game without actually reviewing it. A good majority of those commented on the fact that there is a Russian translation, and a lot of the people who I clicked on shared the group ACE Team Developers for some reason, and were all in various "Group Buy" or "Win Game!" type of Steam groups, though they were all in 400+ groups so fuck if I'm going to do that much digging.
Also the publisher of this game is a Russian indie game developer, with a VKontakte page and everything.
So I think Russians just really like games with Russian translations.
"The Slaughtering Grounds is a video game"
... are you sure about that?
I really enjoy getting these little glimpses into your life through your exposition. Thank god for you.
Pistol = 3-17 bullets for a kill.
Knife = 1-3 swipes for a kill.
This checks out.
Well if the pistol is pathetically made and the knife is made of vibranium then sure.
"Classic Unity Noodles......That makes me feel Nostalgic"
I don't care if it's the same bollocks. I could listen to you all day, spouting funny shit.
Reads "The Blaughtering Brounds" in the title.
Air Control music suddenly plays on repeat in head.
RUclips thinks this is Garry's Mod, which is kind of offensive cause this looks way worse than any Source engine assets.
Has Jim ever played Gmod?
What the fuck does the game's title even mean? It's like i could make a modern military FPS and call it "Urethra".
That would be an A-pee-lealing name.
I see urine on the joke.
Just a TIP, don't.
TheSkagraTwo Does that idea make you pissed?
I think wee all want to see that happen.
Jim, we all stay to the end so we might be lucky enough to hear some Story Time With Uncle Jim-Jim.
Also, one of those cars in the parking garage looks like a 1964 Ford Galaxie XL 500 my dad had.......just all grey and untextured. Just bringing it up because that's a weird choice of stock asset car IMO.
There is no way this isn't a L4D map... The sewers, then that area where that one character did a thing? Like... that place stands out to me. It's bad that even I recognize this map.
'I wanted the food, I wasn't concerned about my health' - Jim when talking about why he ate 17 bags of doritos in one sitting.
One of the recommended videos is of a cockroach giving birth while being eaten by ants. Thanks RUclips.
wtf.. xD
Same here, regardless of what video I watch it is always there.
I wonder who at RUclips the uploader blew to get that to happen.
Aren't the recommendations based on your previously watched videos?
I think so... xDD urm.. what've you been watching mate?
Ay, I'm subbed to that channel. He feeds live cockroaches to his ants and records it while the voice over talks about his fascination with ants.
Definitely a James Bond villain.
The damage didn't appear randomized. Everything I saw looked like they were just taking more damage when you shot them in the head. When you shot wild and hit their limbs or torso they took more killing, and it was the same with the katana, torso slashes took longer to kill than head shots. I can't imagine the game is worth booting back up to check, but I think that's what I saw.
Does it truly matter?
Nothing really matters; anyone can see.
Nothing really matters... to me.
Mama, I killed a man
What the hell, I JUST looked at this game and thought "This seems like some shifty asset flip". Then I went to RUclips and found this.
How uncanny.
3D guy here Jim. Although I'm yet to set up a ragdoll in Unity I have done so in other programs and you do need to set joint limits. So knees only bend in one axis and only so far, same with elbows, hips and shoulders should only swivel so far etc. etc. It takes time and a basic understanding of anatomy and it looks like these ragdolls aren't set up properly. You'll often see ragdolls where the limbs have been set up correctly but they've left the spine bones with a huge range of movement which causes bizarre poses.
When you see a neck stretch like that though it looks more like it's attached with a spring joint which is just plain wrong. Maybe Unity defaults to a character joint with no settings, I don't know.
Not a 3D guy, but a lot of the 'noodly' physics are also often caused by having bad physics colliders on the bones. If the physics engine is trying to push a capsule outside of another capsule, the bones get further apart and contort the mesh. You know this, just adding to your comment.
Yes thanks, I had forgotten about that. I would normally have my colliders not interact but maybe Unity needs you to set a ragdoll's bones on their own layer or something. I'm kind of curious now, I might have a play and see what their set up is.
Ian Bright Well if your colliders don't interact surely you can have the arms go into the torso or themselves (limits would help too). Anyway, point being that this kind of thing should be an easy fix.
Yes your limits reduce that sort of stuff. I think in 3DS Max where I've made most of my ragdolls the engine knows that two colliders that are connected by a joint shouldn't fight each other as I don't recall ever having a problem in Max like that but it's been a long time since I've made one.
Game engines may not get (or use) all of those settings though, and these models are often set up with the bare minimum (lucky to even have anims as there are other anim packs). I know in Unreal, every armature gets a physics asset with colliders generated.
While I wouldn't play this game by any means, I do have to admit it does a lot of things better than most shitty asset flips. The stamina meter seems more realistic, the grenades have some actual punch, and the shotgun has some satisfying sfx and power. Kudos to them for that.
(You know everytime I hear the slaughtering grounds that stupid music pops into my head.)
dun dun dundundun dun dun dundun dundundun.... GOD THANKS FOR REMINDING ME!
Dragoon-BB Suffer with me!
Oh god, that fucking loop lol. Best part of the game.
That music. Just catchy enough to get stuck in your head, but not catchy enough for you to enjoy it being there.
No videos here
I just found a 10 hour loop of it lol
Even Jedi Outcast had limb damage and dismemberment. Then again, JO was awesome, and is still one of my all-time favorite games.
digital homicide was banned from steam! :D
and is know trying to sui valve good luck with that lol
you must be joking
nope, they are actually trying to sue valve
google "digital homicide removed from steam" and you'll see man.
The best bit is they're taking all this legal action without any actual legal representation. They've put requests for lawyers to contact them on their own website as if any even semi-competent lawyer would risk being associated with the train wreck they've spent months manufacturing.
"This will be good, I'll use this for something" epic man, you're totally epic :D
7:00 Jim, that's because these poor zombies, contrary to the other ones, are deformed, so can't move or withstand pain very well. That's very insensitive of you to assume that, because you considere them uglier, they would be thougher and then you're surprised that they aren't. That's zombie shaming, sir !
These textures are amazing. Vivid and lifelike.
Interesting note is that of the (at time of writing) 99 reviews on steam right now, only 18 are in English. Of those, there are 3 positive and 15 negative. The rest of the reviews are in other languages, a cursory skim shows mostly Russian. Of the non-English reviews, 72 are positive and 10 are negative. Not saying that means anything, but I am most certainly implying it means something.
Awesome. Blood spatter taken straight from a GIS for blood spatter. Of course, this game seems a bit more competent than Digi-Hom's product.
I think the reason the game has positive reviews might be because it's mechanically "Playable". I don't think the majority of players are aware of the unity asset flip thingy and if they are maybe they don't see it as a big deal in a game that runs decently.
I just noticed something interesting... the reviews are all "Steam purchases" it does not have a single "Key Activation Review" however when you read the reviews they are all Negative... and than I clicked on "Reviews in other languages" and than I laughed... and laughed.... and laughed!
Out of all of the things Jim has called us, this one left me the most disturbed.
When you're playing an FPS and your character starves to death: "Gee, what fun."
0:30 The beginning area looks like the start to Left 4 Dead 2 area 😂
Jim, when you see a game like this one; everything works, there's no obvious flaws to the inexperienced eye, but no real effort put into it, no modeling, no custom animations, something not deliberately made poorly but nothing good, and made in Russia. The chances are it's a money laundering scheme. I was going to do an in depth report on the practice, but I have 10 subscribers on my channel and I'm not sure it's worth the risk. These people are not Digital Homicide, I can afford a lawsuit. If you're interested, I'm sure you can do the legwork, and I can give you what information I have. The problem is usually getting business documentation from Russia, the government knows about it, but there's little they can do if the product looks like a legitimate attempt, so the finances stay in perpetual investigative limbo.
Bad left 4 dead map? No Mercy?
Yeah I noticed that too lmao
Ha. I knew it was familiar.
Seems like the burning hotel from L4D2 mixed with the ground streets of No mercy yeah.
I was thinking that all the way through. They seem to have tried to recreate no mercy as best as they could with stock assets. Crude facsimile that it is. At least they are trying to copy something good, except ya know, without being good.
I THOUGHT IT LOOKED FAMILIAR!!!!!.......HOLY SHIT!!!!!!.......HAHA seriously though the map was about the only half decent thing in this.........
Mama Fazioli's classic unity noodles!
The secret is that she flips the assets to perfection. You really gotta try it
I'm still watching Jim, I'm still watching...
It's games like this that just makes me feel happy that I actually know how to and actually have a skill in 3D Modeling.
Yeah I feel the same, they could've used the normal human bodies and a few model tweaks and triple the number of zombies without having to add the one that didn't fit. The crazy walking one... put some cargo shorts on it and an open shirt and there you got zombies. Someone also needs to teach them how to make a proper normal map.
JETWTF Yeah, I'm mean it's not required, but I chose to take college classes on Game Development, to help me learn to create video games.
I just make game mods as a hobby. No interest in doing it as a job, so self taught with tutorials.
JETWTF Nice man, I tried to self learn, but I really couldn't for some reason, College basically help put me on track gave me motivation to learn, since I need to in order to pass a class. But heck the fact that it's so easy to self-learn to game making, just keeps reminding us how lazy these Asset Flippers really are.
If you start by making changes to existing games the learning process is much easier than just following guides. Then messing about with 3DS Max to learn what functions do what while changing a games model lets you learn the program faster rather than starting with a box and making that into a house. Absolutely no substitute for a class though but can be a great addition by trying things out for yourself and discovering unconventional methods you teacher may not cover that may make your own workflow faster.
I'm no professional but I can make and rig armor and clothing and I hate it and enjoy it at the same time. What I prefer is making everything else like furniture, building kits, clutter, general decoration and oddly enough plants without SpeedTree making them for me. Something oddly fun about taking a plane and cylinder standard primitive and ending up with a rose bush.
So yeah asset flippers disgust me to no end when allot of game design is allowing yourself to be creative and build something only you imagined. It is especially bad these days when a game engines editor does half the work for you compared to say something from 1998 when I started modding games for a hobby.
~Weeeeeeeee seen it all before, we've seen it all before, we've seen it all before~
Come on guys, sing it with me!
I don't know why, but for some reason the fact that he can't (or at least doesn't) say the names of "that developer" or "that game" makes every goof aimed at them a lot more funny to me.
I'm glad you gave Dead Rising a mention. Dead Rising is one of my favourite games of all time, and I can understand why people dislike it, though I disagree with most of the reasons. The original dead rising, while clunky, is perfect in a lot of ways, and there's never been a game - even MMO's - that give me quite as much replay value as that one
AKs look very different from M16s and M4s regardless of the handguard's material. Just google them, and see them side by side.
watch the full video next time
He did. He clearly watched up to the bit where Jim corrected himself, because he referenced the correction.
'Hello My Little Ponies'!
Haha oh dear.
Hey Jim, wanna play another Unity Asset Zombie Game by Robert Romine and James Oliver?
Not legally he doesn't.
25:11
"Today we all gather to give honor to the fallen souls who got scared to death while having this video make white noise for them."
as far as zombie games made in unity on steam, this is actually well made.
I was thinking the same thing, I would go so far as to say that the price tag of 99 cents is a bit low :O
That is to say, they could charge $1.50 for it :P
let's not have our standards lowered because of all the monumentally bad games that go onto steam. I wouldn't play this, would you?
***** If I was bored and wanted a game I could just play through and forget about, I might.
eeveelution8
That's fair enough, everyone must judge to their own standards. But in my opinion, while this game is not bad or broken in a hugely notable way, it's still very humdrum and sloppily put together and I personally wouldn't consider it worth my time.
My god. This makes me wanna go play my PSX games. The music in this is nostalgic some how.
RUclips thinks this is "Garry's Mod"; is it the Source engine sound effects?
I'm not surprised since it very much has a HL1 look to it. The difference being that HL1 was a good game. This is not even a game.
this looks nothing like hl1 go look at screenshots again
This is totally a game, dude. They might be reusing publicly-available assets, but it's got a playable single-player mode and it's certainly a lot more functional in general than some of the drek that winds up on Steam Greenlight.
Someone said that it wasn't even a game. It looks like their comment's been removed, though?
That is really stupid. That's like saying "that's not a real movie" because I didn't personally enjoy it. Just say it's a bad game, stop trying to push everything to some childish extreme.
A game does not need to be fun to be a real game. By your logic, Papers please is not a real game as well as any other game that pushes for something other than mindless consumer enjoyment.
None of these survival games ever incorporate going to the bathroom despite having to eat and drink so heavily. Just once I'd like to see a toilet meter in which you would have to relieve yourself to fill it back up. It would add tension to games since you have to pick when you can go since you may get eaten by zombies while doing so. Plus I would like to see a wee stream when actually peeing if male.
"Hard Time" is the only game I know of that has a toilet meter, but it's an iOS prison game made with a wrestling game's engine, so it's a bit of a divergence from this genre.
its not survival game per-say but the ship has a toilet meter, thats the only one i can think of.
Imagine your player literally shitting and pissing themselves while running from zombies
Holy shit, the dev of this game stole the inventory icons.
I forget the name of the game, but you could make your own little soldier/zombie apocalypse survival dude and deck him out with clothes and fill his inventory with shit.
The gun and knife icon in the inventory are ripped right from it.
Wish I could find that website...
Just found it.
Innawoods.net
innawoods.net/
Damn good detective work
I thought those icons looked really familiar.
I was about to say it looked familiar.
Uh oh Jimbo, you best be careful now. You're getting awfully close to mentioning... you know who.
Moldy Wart?
Rames Jomine?
Moldy Butt?
The Matrix Murder?
Analog manslaughter?
wow, the level design looked so much like a crappy rippoff from L4D
The "noodle-y effect" is caused by the ragdoll bones not being linked together well. Each limb or "bone" is a separate rigid body linked together. My game is in Unreal Engine 4, and with that engine you can set things like max degrees of rotation between bones, if it's a soft or hard limit, dampening, etc. Sometimes it's hard to get these variables working in a way that works well 100% of the time. If two rigid bodies try to overlap, engines handle it by forcing them apart, sometimes with too much force, resulting in what you see where the limbs stretch out.
14:55 Jim was so focus on eating that he died. No surprise here.
I needed to...
I love how they have both those old Intel boxy desktops in the offices as well as modern flat screens and laptops.
Funny how Invention has none of it.
To be perfectly frank I think it's got a decent level design compared to the usual shite.
Not a lot of bugs, it looks playable (which is rare), and as for music? Yeah it's re-used but for some reason reminds me of old fps's like Blood and Hexen.
I love ya Jim, but seriously?
"Huh, looks like an AK...."
(_Oh he figured it out, all is forgiven, thank god for Jimbob._)
I had a feeling I wasn't the only one who found that unfortunate. I'm not saying Jim has to be a firearms expert, but an AK has a very distinctive look to it, so I was very surprised to see Jim confuse it with an AR.
My foot surgery + treatment = mad metroid skills. Jim you're my favorite! Throw some shade my way! Please?! :-D
I asked this question on one of Jim's videos before but what is a good example of a game that uses assets bought off the Unity store? And how exactly should assets bought off the Unity shop be used?
as a building block or placeholders in the alpha as testing the game engine and mechanics is what the assets are mostly used for by competment devs.Dungeons of Kragmore had coherent use of unity assets since they all looked like from the same game universe. So did Deadly Profits. Its not the use of unity assets its the incompetent lazy use that is the problem.
Firewatch. It uses assets to *enhance* the feel of the game without them spending tons of time trying to code what they want, when they have what they want already on the store.
That's the best use of assets imo. To upgrade the look of your game. Second best reason is to help get core code in so you can code around it. Camera code imo is the best example.
What assets were used in it?
Just keep the style the same, going for realism ? keep everything realistic, I know that sounds logical but it isn't to some apparently.
-pay attention to resolution of the textures, if your game has all 4K textures and a random barrel only has 1024 its going to stand out.
- polycount counts and is linked to style, the zeds in this game are very low polly and don't belong in current gen games.
-lighting is incredibly important, this game looks bad but it could have looked better with proper lightning.
many developers use bought assets, even on AAA games... devs from AAA games won't spend their entire time making 10 different types of books, 5 different cup of tea, furniture and etc
also, usually those bought assets do suffer some alterations so it can fit the game style and theme
as long as your assets are cohesive it's fine, it needs to look like it is part of the game, like having similar amount of polygon, same graphic style and etc... usually the shitty asset flips have assets in different resolutions, different proportions, textures, style, theme and so on
that cheeky little snipe at the dev had me cracking up. that was cold
"Little Nudie Wobbly Man"
I've just found my new RUclips user name.
2 hours... It's still not your RUclips user name. You are a fraud and I'm gonna tell on ya!
laskann This is a momentous occasion with far-reaching implications. It mustn't be rushed.
I'm going with "Pile of Gross", thank gourds for Jim's naming prowess.
2 MONTHS, GAMERA. YOU HAD ONE TASK, AND YOU FAIL US?
+Yawyna124 Make that 2 and a three quarter
I recognize all of those gun models, especially the mp5 :D
This game seems to actually be okay. It's got a lot of bought assets and has that 'steam greenlight look' to it, but it doesn't seem to be lying about anything, the price is reasonable, and there is enough content to last at least an hour.
We'll see if the developer tries to sue Jim tho.
That's so sad we have to say that now. Well they didn't lie so that already makes it better than 50% of games on steam greenlight. :/
well, is not one of those craps jim usually play... but still, okay is a bit too much for this xD
This seems like just an average, somewhat generic zombie FPS game. Nothing seems broken or really buggy about it, at least judging from this video. As someone with a PC that can't run most games made in the last 10 years, this doesn't exactly inspire me to upgrade.
I love the RUclips Gaming part of the description.
Maybe this time the dev won't flip their shit tho
did you mean "flip their assets" lol.
Hunger AND Health Bar.... sounds like so much fun.
funny that almost all positive review's are Russian for this games
There's quite a market for ~25 cent reviews on russian websites, mainly low-fish ad clicking sites, but also on more-less decent ones that offer translation tasks, so...yeah.
I like how politely you say "Russians have low standards"
@@ortzinator I don't think that's what he was saying...
SAUSAGE?! Yes please!
Well, I need to cut that into a sample for...reasons...
All the positive comments are "it's only a dollar"
mystery solved
Remember to reach out on the support email!
We MUST be sure they fix these itty bitty issues.
I hope you reached out also to show them your review.
Wouldn't want them feeling attacked due to you're "FAIR" critique.
"On treatment" that's what I told my friends and family at that intervention.
Oh no. OOOOOOH NO, You don't think this is......... THEM, again, is it? Are they back so soon?
This seems much more competent than whatever THEY would put out.
HE-WHO-MUST-NOT-BE-NAMED
Glad to see Digital Homicide back in business.
Is the nudie wobbly man a Titan?
That was somehow more brutal than when he just says they're shit haha
When you said you had to return Dead Rising because you had a SD TV... I heard STD... Thought to myself, that's not what the hole in the CD is for...
At 2:46 the bloodsplatter in between the windows, didn't we see that in the slaughtering grounds too as the damage effect?
Hey Jim, After going through all the refuse on Steam, you should check-out Fox & Owl and enjoy a steam game for a change.
2:24 "I feel like legally I can say that, because that's just a presentation of an inescapable fact." Inescapable facts, also known as the bane of the Romine brothers' existence.
It almost looks like this game wants to commit Digital Suicide.
I stay to the end Jim! I might not be "watching" but I do stay. =)
I'm a RUclips Hero and I had Jim shot by the YouStapo for mentioning feminism
My Little Jim Sterling: Boglins are Magic
If the video game is from Russia, it's bound to be good.
Exactly the opposite most of the time.
Wasn't S.T.A.L.K.E.R made by Russian devs?
And Hotline Miami too. But that's like a 5% of all games developed by Russians.
CrazyKraken Well, Digihom is American, Konami are Japanese, and most crappy mobile games come from Chinese companies. So, can we just say that all countries can have awful devs?
Stalker, Ukraine.
Hotline Miami, Sweden.
I watch for the Jim's commentary, not for the content of the games he's playing. I find his commentary soothing and entertaining. I may have a small crush on Mr Sterling.
That's perfectly reasonable and sensible.
bad grammar though.
While the idea that this much thought was actually put into the game is arguable at best, I have to be a devil's advocate here, regarding "medkit" button and no weapon wheel. Having those items just dumped into their own magical hammerspace would seriously unbalance inventory management mechanic this game seems to be going for. But, that applies only if whoever slapped this together was thinking that far.
I feel like someone should make a tutorial series on how to avoid these common issues that Jim always sees in these games like the Unity Noodles and how to edit pre-bought assets to make them original.
This game is pretty devoid of music, opening another youtube tab with music is working out well
What music?
Well at the time I was just listening to pokemon soundtrack musics but I think smooth jazz would go well too ;)
The nude man was dancing! Nacho Nacho mannnn I gotta be yo nacho man!