It's just so early to be asking for feedback lol I hope them all the best, but this ain't it...yet. LIKE and SUBSCRIBE with NOTIFICATIONS ON if you enjoyed the video! 👍 💪BECOME A MEMBER OF THE CHANNEL - th-cam.com/users/BigfryTVjoin
it looks like another kind of cyberpunk style given the art direction in the area that is super detailed, but it almost looks like mirrors edge in the whitebox arena, if this is just going to be a PVP, then i don't really care, however if he tries to turn it into some kind of cyberpunk, i might be interested, but we will see.
As someone who doesn't have a clue how to make a game it always blows my mind when you say stuff like give it 3 or 4 years. Imagine spending all that time and money and it flops.
its good that its vertical and has good non-flat level design not sure about the rest though, im worried dr will basically tell his devs to "just make cod-tier graphics with 1000 assets" and they'll be like "but sir we're 2 people".
I give them props for making the game playable throughout the entire development process. That's transparency you won't see anywhere else. And honestly I would rather play an unfinished game that's being worked on than an unfinished game that takes 3 years to hit early access and slows development to a trickle once they get some money, then gets abandoned like so many of them do.
I dunno, getting things playable is one of the first things I see in gamedev after preproduction, especially because you probably have like 2-5 prototypes already done. Ofc that is a AAA/AA mindset, indies do things differently, but even then, when I make a gamejam game or start a new project, the first thing I do is make the game work and make it playable. I'm not that impressed on them having a multiplayer game in UE, it's actually pretty trivial to set up, you don't need to know C++ to do this. I just really don't see giving props for showing something that a studen can do in a couple of weeks + some (and I will concur) cool level design.
I think it's the indie way - to show progress early. It helps to build a fanbase and get people interested. That said, it could cause people to lose interest while waiting. Depends on when they plan on hitting Early Access.
Right, what timeline is this ha. Honestly, my money is on Fry, simply because he's so fed up with the state of FPS's, as many of us are as well. He knows this needs to work, his reputation is on the line, it's a put up or shut up moment. Now, I don't think it quite a bleak as Fry makes it out to be, there are some good games out there. But my goodness have some of the supposed "AAA" companies really screwed the pooch as of late. 2042 being the biggest piece of garbage I've seen in a while. At least Vanguard for example loads, runs somewhat smoothly, shots register, etc. Little cracked out for my liking, and my goodness did they fuck up the maps and respective spawn points, but as as base game it's decent. Not good from a AAA, but decent. I also really like how Fry is starting off in the single player sphere first, (hopefully) nailing that, then moving on to co-op and eventually multiplayer. That is a roadmap I see working, especially for a team his size.
Great feedback! I love that you get specific about what you don't like. Feedback has already spawned a ton of discussions with the dev team about features to make/fix. It's super bare bones, as you said. That allows you to focus on things like the map layout, flow of a match, and features. Your first impression of the map is a great example - you weren't distracted by pretty graphics. By the time AAA games go to beta, it's pretty much done. Also, it's not just Doc's vision - it's a shared vision between Rob, Quinn, Darren, Allison, Ryan, etc... stay tuned, because this is a journey.
I’m only speculating, but I find it funny that they are using marketplace assets. Maybe it’s just to quickly come up with a vertical slice to showcase their game, get an idea of their vision or they’re actually planning on using marketplace assets. What assets exactly? In the gun range scenes, you can see a bunch of boxes on the table, those are marketplace assets, I know for a fact because I bought them for my upcoming mod map for KF2. Even I’ve noticed other assets I bought in games like Back 4 Blood. It’s not a bad thing to do per say, but the issue with marketplace assets that I, as a “developer” making custom maps for games for quite some time now, is that marketplace assets are generally conflicting with your art style of the game you’re injecting them to, as well as forgetting or not caring to optimize them since someone already made the assets, because truth be told, many of these marketplace assets are not optimized for game purposes. So now the question is, how many assets are actually in their game? How much laziness is going to be part of this game with store bought assets. As a single Modder, I justify buying assets, but I ensure they mesh well with my projects and I optimize them. But when a developer team is making a game, and are buying off store assets, I just see it more lazy, since it’s a slippery slope, as time has proven with other games. They'll do it right and ensure it everything meshes and performs well, or do it wrong and half ass it, where it's nothing but a mash of out of place assets conflicting with the art style of the game, look ugly, and worse, have bad performance, like other games have done, PUBG is a good example, as it's also a BR game. It's all speculation, I realize it's in pre-alpha, but I find it interesting and funny, I have an eagle eye for marketplace assets.
tbf it was a "showcase demo" made quick. Myself im a 8 year solo game dev in UE and i use assets all the time to save time... It is better to deliver a product looking good but with assets than Not looking good and lacking stuff,then replace assets one by one when game is released / EA. Yes you can also make bad games with good assets, but thats down to being lazy. I feel they used stuff to get the trailer out quicker and for one developer to spend half a day modelling a cardboard box with modelling, texturing and stuff its easier to just drag it in. I would totally play a good game with only assets AS LONG AS IT WAS MADE GOOD!. Thats the main key here. 95% of the times indie games use premade assets they suck. The devs do not know how or to lazy to implement the stuff good enough. Both Rust and CS used assets. Rust even had Unity free marketplace trees, rocks and other models in the beginning. DayZ is full of assets from Arma 2. The list goes on...
I've worked at a couple of the big boy dev studios, we all use borrowed assets to test out games early on. We typically used assets from our own games or assets from other franchises from the studio, and once in a while from the asset marketplace but before we had a clear feel for the gameplay loop, we didn't develop too many assets from scratch, only if we couldn't find a suitable substitute, because it's just not worth it. It's not fair to the art department to have them create a bunch of models, textures and animations that have a high likelihood of being canned.
I actually DO see some of Doc's vision represented here. He's talked about his idea of incorporated more verticality into these Battle Royale games, and we can see that in this map. He's also talked about how he'd like to see a Battle Royale, where instead of one big massive map, there would be several smaller maps, with smaller groups confined to them, and that the winners of those smaller maps, would then move on to a final round. I kind of get that feeling from this, given the small number of players in these tests. I mean, of course it's early. It's very early. But, I kind of see what Doc was on about, and I think it could be really cool if he has the time, and the team to make his vision come to complete fruition.
With the vastness of the map we saw, I can absolutely see that being the case. You fight in a certain area, then move on the the next, adjusting for verticality or lack there of, respectively. That aspect (if it even becomes a thing) is awesome. Brings out strengths and weakness of the player base, and how well they can counter. But other than that, whew boy was that NOT impressive gameplay. I know it wasn't supposed to be, there's much work to be done, but the lacking performance and that horrid aiming system... No doubt they'll smooth some things out, but as Fry mentions, what's he supposed to say lol? That wasn't good.
I think doc just wants people to be able to experience the game from the beginning to the end throughout its progress and is probably excited to show it off as well but this early it needs to be free access to play
You hit the nail on the head with this. It confuses the hell out of me why this is being shown to players. It's like Doc and the devs felt they needed to show some sort of proof of concept given the whole NFT drama and how it's backed. At least it shows the game isn't a scam I guess? Lol
It's still an NFT scam to me at the end of the day. NFT have no place in games and probably never will. At the very least Bigfry isn't one of these cryptobro nft idiots so I'll give him that. As long as he stays objective about the whole thing and if it goes belly up calls it for what it is.
@@PhantomAgony It's really not, though. GTA 6 was LEAKED. It wasn't intended to be publicly shown and was never even officially announced yet. Comparing that to this, a prototype that receives a public update every 4 weeks, is just silly. They're publicly marketing and selling a game/product, and comparing the two is ridiculous. The point of Fry's video is to point out that community feedback is absolutely useless at the current stage. Nothing within the current game is done or even close to done (at least we hope), so critiquing things that we haven't even seen complete yet is not in any way useful to the developers. The question you need to ask yourself is this. What could you possibly critique within snapshot 2? The answer is just about everything.
People paid to be in the loop of each iteration. And they want people to be involved. This is why they show each step of the way. This is radically different than what other studios do. It makes total sens.
I think its just him using this as a way to show they are committed to keeping the community involved on the development of it. Definitely seems like they could have waited for a little more to critique for sure though
I had the same reaction when I watched this. All I can say is they got a good level and had guns work…ok. I think it’ll need a couple years until it’s at that point of being able to co-exist with the top BRs and not fade into nothingness over time like The Culling. Great vid Fry
It's all fine and well letting people stick their nose in the development at almost every internal but not if it effects the process negatively. Ask most builders that have the owner constantly dropping in to the build site and putting in their feedback how much it actually effects the project.
I remember reading a comment from one of the Gears of War devs a long time ago and they specifically said to "never work on a game where the project lead has little to no experience actually developing games." Playing games and making games are extremely different, just because the Doc has played a lot of multiplayer games does not make him a good developer.
U know he designed call of duty maps for advanced warfare? “Never read a comment from a person who has done little to no research on what they’re talking about”
Games need to add a function for leaning over ledges instead of having to walk to the edge of the ledge and expose your feet like @4:12. This would align the game with reality where high ground is largely a cover benefit while low ground has more concealment benefits.
I gotta say, Doc's level design history is really shining through. It does annoy me a little bit that Doc is playing the "haters" card but I understand that his brand is basically "fuck you I know I'm better than you" lmao. I don't understand what they expected asking for feedback at this early stage, I think it's cool that it's very transparent but I think in terms of pr they should have waited until development had progressed a bit more.
Honestly, they should stop talking about it the way Ready or Not and many other successful indie titles stopped dropping updates for a long time before making a big comeback.
And this is why game devs don't give communities information beyond, "we're working on it and we'll show you more when the time is right," during a game's early development. Because no matter how much gamers claim that they want game developers to talk to them / keep them in the loop when they're making a game, they don't. Gamers just want to see beta build footage that they can pick apart.
i gotta give disrespect some respect... for showing not even a pre-alpha, but basically a prototype... it's a good call to get the multiplayer infrastructure working first, before building on that with more complex FPS mechanics
Honestly I wonder if you can be TOO transparent. I honestly think this could give uneducated gamers a very negative view of the game and have the reverse effect of a hype train. I personally love it and I'm happy to watch the game grow. I definitely think the level design looks really cool but at this point I genuinely can't make any form of an assessment because of how early on it is. This game could end up s******* all over call of duty and battlefield and be the best shooter in history but will not know until at least a few years from now
I agree. As you say, there is a risk that people who don't know that much of development will get a bad first impression. That's one of the reasons I don't like to play games in their alpha or beta stages. I want my first impression to be the full and final experience. I'm a developer myself so perhaps I'm damaged by half-finished projects and hunting bugs all the time, so whenever I sit down with someone else's game still in development, it feels like back to work and it kills enjoyment for me. I don't want the feeling of work on my spare time. :)
How I feel right now is like a restaurant that everyone is talking about. You go there for the first time you can smell the meal but you haven't tasted it yet at all.
Title: We NEED to talk about Deadrops NEW build Main talking point in the video is about how there is nothing to talk about. Not talking shit, just find it funny.
3:23 I'd like to introduce you to Dark and Darker, although idk if this also eludes to the base game itself (gunplay and all) being direct asset flips/tweaks opposed to genuine pieces in their development (cycles).
its like someone is grilling a burger for you and they bring you the buns with lettuce on em and tell you "hey, im making a burger for you, the burger is on the grill, but here is the bun, give me some feedback on how it tastes so far"
It worries me on their first PVP environment, they didn't even have an ADS sensitivity slider. I couldn't even get a feel for the game because the zoom sensitivity is like 25% the speed of the hipfire sensitivity and made every single engagement like pulling teeth.
Serious question here. Is it bad that I think this looks like regression instead of progression? I feel as If they would've shown this first then the first Snapshot, it would look a lot better. But that's just me. But you're right, it has guns now 😂
I think you're completely missing the point of Doc's collaborative design approach. A lot of this stuff is barebones precisely because he wants community feedback on where it should go. The map design is pretty incredible from what I can see it does make real the promise of a "vertical BR." You have to use your imagination for a lot of this stuff, but that's the point. He's releasing a new peek into development every six weeks, so the changes are going to be iterative and build over time. I'm not sure why you're talking like you were expecting him to release a marketing demo for a triple A title when by Doc's own admission the game will probably take at least two years to complete. He's being supremely transparent from an early design phase, and this is what truly early design looks like. The alternative is that he could cook up his own design decisions by himself in a basement and just pretend to listen to his community, which is clearly not the case.
I think you're missing Bigfry's point. Yes transparency was the selling point of this project but this is transparent to a fault. There's almost nothing for players to get involved with at this point. Yeah there's the map design but why not have players experience that AND some base textures, mechanics, systems? No one's asking for the BS early access and beta trials that we see everywhere, but at the same time we don't need to play the game at such an early stage that we can't even get a feel for the game. I'd say the game needs about a year of development before having people play it, that way there's something to actually test.
It is indeed an FPS with guns and targets. It would have been nice to at least see more refined animations rather than the basic reload on the futuresque M16 and just touching the mag/magwell in the other guns. I give it a year until they enter alpha or maybe beta state, but that doesn't seem too plausible when 6 months worth of work shown off in the first snapshot is simply a display of graphical prowess with basic FPS things set up. It also looked like it had frame drops. Still appreciating the look on the map design though, it does look unique and promising for a layout that tries to push verticality.
Hmmm there is too much "outside" stuff on the map, i was expecting more of a "inside the tower" kinda map, like the Dredd Movie, and those huge skycrapers in Cyberpunk 2077
I think the gunplay should absolutely be the focus at the time right now. they can continue to create stunning environments but the game will be nothing if it doesn't play well.
Too early, the reason why early builds are meant to be shared and tested between devs is that we know what we should be looking for, players don't have anything to work with but some blank blueprints with no meaning. They should test this between themselves only.
the biggest problem i can see with this much verticality in a game is that it'll instantly promote long-range gunfights, it's hard to really add lots of cover to promote close-range combat areas when you've got a wide space of air between buildings and whatnot.
I think they're just dropping snapshots of game so people know they're actually working on it. It also shows the process in which a game is developed. I actually think the snapshots are a great idea.
I dont understand the vertical push, I mean I hope they design a good balance for people at lower levels or is anyone with the high ground going to automatically have the advantage?
if the scale of the map and the layout of it is the only thing there worth talking about theeeeeeen maybe thats the only thing they are wanting to convey and get feedback on? i personally think its cool and nice to see. i think he wants to show all the steps he can when he and his team think "hey this is quite cool lets show the community".
Oh man, that recoil is rough, there has been 0% development put into the gun recoil, that's just a standard camera shake, probably on perlin noise, it looks awful. I bet there's people on the team that can make a game, but now I'm not sure they can make a shooter tbh. And knowing UE, I can make a better recoil system in less than 1 day easy, using blueprints only, too.
I’ve seen some games trying to make maps like this with a lot of large buildings and spots for sniping and stuff. Not very favorable but they’re mostly pvp classic COD style. But this seems pretty cool But idk about any of this, it looks just like an unity testing place.
We shall see, ever since I saw the NFT stuff he wanted to include awhile back I haven't been interested in following progress. Appreciate the video as I probably won't be following the progress anywhere else. Gunplay looks like it needs a lot.
I'd love to see a different studio work on a new version of the Culling (And im talking about the original). 16 players, solo's or duos and main focus on melee combat.
Bought my first pc and it will be here tomorrow so I've never backed a game. Just wanna play Bigfry's, The 2x's, Callum Upton's and Bellular's future game releases.
5:26 considering the skeleton of the game looks pretty damn good in comparison to other games, I'd reckon it'll hold to some degree. Thing is the whole blockchain coombaya is set up to isolate the game intraspectively, and I've little faith the only considerations that will be made aren't going to be towards the crypto trafficking exclusively while they toy with an fps in the background. Also the decentralization by hyper-centralized trading methods has gotta be the dumbest thing since diced bread. (I'm sorry croutons I love you, I didn't mean it.)
I'm smiling to myself when I see how overexaggerated the hand animations are when you sprint. It's so ironic, as I recall Doc heavily criticising the very same exaggerated sprinting animations in Apex Legends. I do think this will be something cool once it releases though.
If im gonna be honest, I dont think the point it to show off mechanics, I think just as u mentioned, the idea of what "purpose" and map style will be in the game, then again its very early and the complexicity is probably gonna evolve, if done right I'm sure more interesting stuff may happen.
I think this is more of a "look guys, we are still developing this game and slowly making progress" if a project goes too long without feedback from the devs then it will lose its backing because supporters will not know how much progress if any is being made. It's also an opportunity to get basic things like player to player server connection issues ironed out early. But that's just my take.
I think it's kinda odd to "not" have the game controller on priority 1 in a first person competitive shooter. Especially if you sending out game copies/slices in this early stage... The gun play looks horrobile, like browser game horrobile.
in the timescale of development i imagine gunplay takes longer than an asset flipped place holder map and is probably being worked on in a different kind assault course test map behind the curtains.
This isn’t a battle royal game it’s a extraction shooter lol, plus it’s super early development idk why ppl be dashing it lol Is your game this playable in this early of a state?
Big Yikes on player movement and gunplay, I don't understand why Dev's release and tease so early, everyone just runs out of steam. There is a reason big company's don't announce games until a few years into Development and close to release. We shouldn't honestly even know this game exists yet, bad publicity.
The fact this game can’t speak for itself with amazing gameplay or something of quality, and needs ‘Dr. disrespect’s game’ to let you know instead of its quality tells you everything
I think they should first focus on their ambitions and views for the game. It's good that they are letting people test out some stuff this early. But it'll be much better to test out the game when there is an actual game, and more people will get in giving them a lot of feedback.
It's just so early to be asking for feedback lol I hope them all the best, but this ain't it...yet.
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Loved the video but everything you said in the video and even in this comment directly contradicts your title..
Same bro I hope it becomes something great!
it looks like another kind of cyberpunk style given the art direction in the area that is super detailed, but it almost looks like mirrors edge in the whitebox arena, if this is just going to be a PVP, then i don't really care, however if he tries to turn it into some kind of cyberpunk, i might be interested, but we will see.
As someone who doesn't have a clue how to make a game it always blows my mind when you say stuff like give it 3 or 4 years. Imagine spending all that time and money and it flops.
its good that its vertical and has good non-flat level design
not sure about the rest though, im worried dr will basically tell his devs to "just make cod-tier graphics with 1000 assets" and they'll be like "but sir we're 2 people".
I can't wait for Doc to stream his own game and yell "THIS GAME SUCKS!".
*Holy shit top comment
Hahahahahah
@Daniel Bradler He absolutely would do that as a bit.
@ryan roberts to be fair it’s not even close to being done tho
He’s washed why even support the ogre
@ryan roberts you said turns out it actually does tho to it sucking, no?
I give them props for making the game playable throughout the entire development process. That's transparency you won't see anywhere else. And honestly I would rather play an unfinished game that's being worked on than an unfinished game that takes 3 years to hit early access and slows development to a trickle once they get some money, then gets abandoned like so many of them do.
I dunno, getting things playable is one of the first things I see in gamedev after preproduction, especially because you probably have like 2-5 prototypes already done. Ofc that is a AAA/AA mindset, indies do things differently, but even then, when I make a gamejam game or start a new project, the first thing I do is make the game work and make it playable. I'm not that impressed on them having a multiplayer game in UE, it's actually pretty trivial to set up, you don't need to know C++ to do this. I just really don't see giving props for showing something that a studen can do in a couple of weeks + some (and I will concur) cool level design.
So star citizen is your favorite game? 😂
@@HolyOrangeJuice Not quite! But it's definitely in a pretty good place right now.
same here. love to see it evolve
@@ragir yeah this project is not impressive at all I know people who can make something like this but with way better animations in about 2 days
I think it's the indie way - to show progress early. It helps to build a fanbase and get people interested. That said, it could cause people to lose interest while waiting. Depends on when they plan on hitting Early Access.
Big Fry vs Disrespect as game devs. Who would have thought haha 😂
I think they are both making 2 different style FPS games so not sure what they would be competing on.
@@xXGamingGod129Xx I think you’re taking this to literally. Battle field and cod are different but for a long time it was a rivalry.
Big companies failed this is why these guys are stepping up
Right, what timeline is this ha. Honestly, my money is on Fry, simply because he's so fed up with the state of FPS's, as many of us are as well. He knows this needs to work, his reputation is on the line, it's a put up or shut up moment. Now, I don't think it quite a bleak as Fry makes it out to be, there are some good games out there. But my goodness have some of the supposed "AAA" companies really screwed the pooch as of late. 2042 being the biggest piece of garbage I've seen in a while. At least Vanguard for example loads, runs somewhat smoothly, shots register, etc. Little cracked out for my liking, and my goodness did they fuck up the maps and respective spawn points, but as as base game it's decent. Not good from a AAA, but decent. I also really like how Fry is starting off in the single player sphere first, (hopefully) nailing that, then moving on to co-op and eventually multiplayer. That is a roadmap I see working, especially for a team his size.
Bruh there's no competition. Big Fry's game already looks miles better than what Doc's team has made.
Great feedback! I love that you get specific about what you don't like. Feedback has already spawned a ton of discussions with the dev team about features to make/fix. It's super bare bones, as you said. That allows you to focus on things like the map layout, flow of a match, and features. Your first impression of the map is a great example - you weren't distracted by pretty graphics. By the time AAA games go to beta, it's pretty much done. Also, it's not just Doc's vision - it's a shared vision between Rob, Quinn, Darren, Allison, Ryan, etc... stay tuned, because this is a journey.
I’m only speculating, but I find it funny that they are using marketplace assets. Maybe it’s just to quickly come up with a vertical slice to showcase their game, get an idea of their vision or they’re actually planning on using marketplace assets.
What assets exactly? In the gun range scenes, you can see a bunch of boxes on the table, those are marketplace assets, I know for a fact because I bought them for my upcoming mod map for KF2.
Even I’ve noticed other assets I bought in games like Back 4 Blood.
It’s not a bad thing to do per say, but the issue with marketplace assets that I, as a “developer” making custom maps for games for quite some time now, is that marketplace assets are generally conflicting with your art style of the game you’re injecting them to, as well as forgetting or not caring to optimize them since someone already made the assets, because truth be told, many of these marketplace assets are not optimized for game purposes.
So now the question is, how many assets are actually in their game? How much laziness is going to be part of this game with store bought assets.
As a single Modder, I justify buying assets, but I ensure they mesh well with my projects and I optimize them. But when a developer team is making a game, and are buying off store assets, I just see it more lazy, since it’s a slippery slope, as time has proven with other games. They'll do it right and ensure it everything meshes and performs well, or do it wrong and half ass it, where it's nothing but a mash of out of place assets conflicting with the art style of the game, look ugly, and worse, have bad performance, like other games have done, PUBG is a good example, as it's also a BR game.
It's all speculation, I realize it's in pre-alpha, but I find it interesting and funny, I have an eagle eye for marketplace assets.
tbf it was a "showcase demo" made quick. Myself im a 8 year solo game dev in UE and i use assets all the time to save time... It is better to deliver a product looking good but with assets than Not looking good and lacking stuff,then replace assets one by one when game is released / EA. Yes you can also make bad games with good assets, but thats down to being lazy.
I feel they used stuff to get the trailer out quicker and for one developer to spend half a day modelling a cardboard box with modelling, texturing and stuff its easier to just drag it in.
I would totally play a good game with only assets AS LONG AS IT WAS MADE GOOD!. Thats the main key here. 95% of the times indie games use premade assets they suck. The devs do not know how or to lazy to implement the stuff good enough. Both Rust and CS used assets. Rust even had Unity free marketplace trees, rocks and other models in the beginning. DayZ is full of assets from Arma 2. The list goes on...
I've worked at a couple of the big boy dev studios, we all use borrowed assets to test out games early on. We typically used assets from our own games or assets from other franchises from the studio, and once in a while from the asset marketplace but before we had a clear feel for the gameplay loop, we didn't develop too many assets from scratch, only if we couldn't find a suitable substitute, because it's just not worth it. It's not fair to the art department to have them create a bunch of models, textures and animations that have a high likelihood of being canned.
I actually DO see some of Doc's vision represented here. He's talked about his idea of incorporated more verticality into these Battle Royale games, and we can see that in this map. He's also talked about how he'd like to see a Battle Royale, where instead of one big massive map, there would be several smaller maps, with smaller groups confined to them, and that the winners of those smaller maps, would then move on to a final round. I kind of get that feeling from this, given the small number of players in these tests. I mean, of course it's early. It's very early. But, I kind of see what Doc was on about, and I think it could be really cool if he has the time, and the team to make his vision come to complete fruition.
With the vastness of the map we saw, I can absolutely see that being the case. You fight in a certain area, then move on the the next, adjusting for verticality or lack there of, respectively. That aspect (if it even becomes a thing) is awesome. Brings out strengths and weakness of the player base, and how well they can counter. But other than that, whew boy was that NOT impressive gameplay. I know it wasn't supposed to be, there's much work to be done, but the lacking performance and that horrid aiming system... No doubt they'll smooth some things out, but as Fry mentions, what's he supposed to say lol? That wasn't good.
meh the game is trash
I think doc just wants people to be able to experience the game from the beginning to the end throughout its progress and is probably excited to show it off as well but this early it needs to be free access to play
You hit the nail on the head with this. It confuses the hell out of me why this is being shown to players. It's like Doc and the devs felt they needed to show some sort of proof of concept given the whole NFT drama and how it's backed. At least it shows the game isn't a scam I guess? Lol
It's still an NFT scam to me at the end of the day. NFT have no place in games and probably never will. At the very least Bigfry isn't one of these cryptobro nft idiots so I'll give him that. As long as he stays objective about the whole thing and if it goes belly up calls it for what it is.
@@PhantomAgony It's really not, though. GTA 6 was LEAKED. It wasn't intended to be publicly shown and was never even officially announced yet. Comparing that to this, a prototype that receives a public update every 4 weeks, is just silly. They're publicly marketing and selling a game/product, and comparing the two is ridiculous. The point of Fry's video is to point out that community feedback is absolutely useless at the current stage. Nothing within the current game is done or even close to done (at least we hope), so critiquing things that we haven't even seen complete yet is not in any way useful to the developers.
The question you need to ask yourself is this. What could you possibly critique within snapshot 2? The answer is just about everything.
🥴😬
@@midwestbox how is it an nft scam?
@@strudz3348 Every NFT thing is a scam.
I like white box maps, have enjoyed using the r_colormap variable in older cods to turn the whole map solid white or solid grey!
I like that it's. Being shown early like I wish the gta leaks would've just been shown
People paid to be in the loop of each iteration. And they want people to be involved. This is why they show each step of the way. This is radically different than what other studios do. It makes total sens.
I think its just him using this as a way to show they are committed to keeping the community involved on the development of it. Definitely seems like they could have waited for a little more to critique for sure though
my thoughts exactly. They said new snapshots every six weeks or something didnt they?
I had the same reaction when I watched this. All I can say is they got a good level and had guns work…ok.
I think it’ll need a couple years until it’s at that point of being able to co-exist with the top BRs and not fade into nothingness over time like The Culling.
Great vid Fry
It's all fine and well letting people stick their nose in the development at almost every internal but not if it effects the process negatively. Ask most builders that have the owner constantly dropping in to the build site and putting in their feedback how much it actually effects the project.
I remember reading a comment from one of the Gears of War devs a long time ago and they specifically said to "never work on a game where the project lead has little to no experience actually developing games." Playing games and making games are extremely different, just because the Doc has played a lot of multiplayer games does not make him a good developer.
U know he designed call of duty maps for advanced warfare?
“Never read a comment from a person who has done little to no research on what they’re talking about”
Games need to add a function for leaning over ledges instead of having to walk to the edge of the ledge and expose your feet like @4:12. This would align the game with reality where high ground is largely a cover benefit while low ground has more concealment benefits.
Yea in this small playthrough video it has already irritated me to the point that I don't even want to try that...
I gotta say, Doc's level design history is really shining through. It does annoy me a little bit that Doc is playing the "haters" card but I understand that his brand is basically "fuck you I know I'm better than you" lmao. I don't understand what they expected asking for feedback at this early stage, I think it's cool that it's very transparent but I think in terms of pr they should have waited until development had progressed a bit more.
Honestly, they should stop talking about it the way Ready or Not and many other successful indie titles stopped dropping updates for a long time before making a big comeback.
And this is why game devs don't give communities information beyond, "we're working on it and we'll show you more when the time is right," during a game's early development. Because no matter how much gamers claim that they want game developers to talk to them / keep them in the loop when they're making a game, they don't. Gamers just want to see beta build footage that they can pick apart.
i gotta give disrespect some respect... for showing not even a pre-alpha, but basically a prototype... it's a good call to get the multiplayer infrastructure working first, before building on that with more complex FPS mechanics
Honestly I wonder if you can be TOO transparent. I honestly think this could give uneducated gamers a very negative view of the game and have the reverse effect of a hype train. I personally love it and I'm happy to watch the game grow. I definitely think the level design looks really cool but at this point I genuinely can't make any form of an assessment because of how early on it is. This game could end up s******* all over call of duty and battlefield and be the best shooter in history but will not know until at least a few years from now
I agree. As you say, there is a risk that people who don't know that much of development will get a bad first impression. That's one of the reasons I don't like to play games in their alpha or beta stages. I want my first impression to be the full and final experience. I'm a developer myself so perhaps I'm damaged by half-finished projects and hunting bugs all the time, so whenever I sit down with someone else's game still in development, it feels like back to work and it kills enjoyment for me. I don't want the feeling of work on my spare time. :)
This is the equivalent of drawing a stick figure on a blank piece of paper and asking Vincent Van Gogh how you could approve on it
How I feel right now is like a restaurant that everyone is talking about. You go there for the first time you can smell the meal but you haven't tasted it yet at all.
Title: We NEED to talk about Deadrops NEW build
Main talking point in the video is about how there is nothing to talk about. Not talking shit, just find it funny.
Didn't Doc say that this game was better looking than Call of Duty?
tbf its whitebox stage and allready looking more interesting than COD...
@@SpeCifiC0507 tbf, their first showcase LOOKED better than any cod game, this seems to not be a showcase map, but a grey/whitebox phase map concept.
3:23 I'd like to introduce you to Dark and Darker, although idk if this also eludes to the base game itself (gunplay and all) being direct asset flips/tweaks opposed to genuine pieces in their development (cycles).
its like someone is grilling a burger for you and they bring you the buns with lettuce on em and tell you "hey, im making a burger for you, the burger is on the grill, but here is the bun, give me some feedback on how it tastes so far"
We NEED to talk about these video titles
What’s wrong with the title?
@@LocalGuardsman Nothing, it's just funny.
GTA 6 vertical obstacle courses lookin real cheeky already
It worries me on their first PVP environment, they didn't even have an ADS sensitivity slider. I couldn't even get a feel for the game because the zoom sensitivity is like 25% the speed of the hipfire sensitivity and made every single engagement like pulling teeth.
Serious question here. Is it bad that I think this looks like regression instead of progression? I feel as If they would've shown this first then the first Snapshot, it would look a lot better. But that's just me.
But you're right, it has guns now 😂
2:03 "if these guys can take 3-4 years with the team they have, this might turn into something" lol
That's the whole point though. Even if it has nothing doc wants to change how games are made and show development every step of the way.
I guess we should all just wait for dead matter to finishing cooking
I think you're completely missing the point of Doc's collaborative design approach. A lot of this stuff is barebones precisely because he wants community feedback on where it should go. The map design is pretty incredible from what I can see it does make real the promise of a "vertical BR." You have to use your imagination for a lot of this stuff, but that's the point. He's releasing a new peek into development every six weeks, so the changes are going to be iterative and build over time. I'm not sure why you're talking like you were expecting him to release a marketing demo for a triple A title when by Doc's own admission the game will probably take at least two years to complete. He's being supremely transparent from an early design phase, and this is what truly early design looks like. The alternative is that he could cook up his own design decisions by himself in a basement and just pretend to listen to his community, which is clearly not the case.
I think you're missing Bigfry's point. Yes transparency was the selling point of this project but this is transparent to a fault. There's almost nothing for players to get involved with at this point. Yeah there's the map design but why not have players experience that AND some base textures, mechanics, systems? No one's asking for the BS early access and beta trials that we see everywhere, but at the same time we don't need to play the game at such an early stage that we can't even get a feel for the game. I'd say the game needs about a year of development before having people play it, that way there's something to actually test.
It is indeed an FPS with guns and targets. It would have been nice to at least see more refined animations rather than the basic reload on the futuresque M16 and just touching the mag/magwell in the other guns.
I give it a year until they enter alpha or maybe beta state, but that doesn't seem too plausible when 6 months worth of work shown off in the first snapshot is simply a display of graphical prowess with basic FPS things set up. It also looked like it had frame drops.
Still appreciating the look on the map design though, it does look unique and promising for a layout that tries to push verticality.
Having trouble piecing together how this game is supposed to work. Is it extraction? Is it a BR? Is it deathmatch with 1 life? Is it all of that?
Hmmm there is too much "outside" stuff on the map, i was expecting more of a "inside the tower" kinda map, like the Dredd Movie, and those huge skycrapers in Cyberpunk 2077
True. Could be in the works with a bit of both.
Title: "We NEED to talk about Deadrops!" In the video: "There's nothing to talk about."
Fry - "This vertical map is very unique"
Half-Life Gassworks - "am I a Joke to you?"
I think the gunplay should absolutely be the focus at the time right now. they can continue to create stunning environments but the game will be nothing if it doesn't play well.
This game has more polish in a couple of months than any new cool shooter I download on steam
Too early, the reason why early builds are meant to be shared and tested between devs is that we know what we should be looking for, players don't have anything to work with but some blank blueprints with no meaning. They should test this between themselves only.
I believe they want input on this. How to navigate the map. How to heal. How to loot.
the biggest problem i can see with this much verticality in a game is that it'll instantly promote long-range gunfights, it's hard to really add lots of cover to promote close-range combat areas when you've got a wide space of air between buildings and whatnot.
You said it yourself, "Just to show the progress..." that's the point of showing these snapshots.
Interested in seeing more. Same with your game. A lot of TH-camrs I know are just making their own games now.
this is what doc wants though he said he wants people to see development process so that's why.
I think they're just dropping snapshots of game so people know they're actually working on it. It also shows the process in which a game is developed. I actually think the snapshots are a great idea.
I dont understand the vertical push, I mean I hope they design a good balance for people at lower levels or is anyone with the high ground going to automatically have the advantage?
Great video as always 😎
if the scale of the map and the layout of it is the only thing there worth talking about theeeeeeen maybe thats the only thing they are wanting to convey and get feedback on? i personally think its cool and nice to see. i think he wants to show all the steps he can when he and his team think "hey this is quite cool lets show the community".
Oh man, that recoil is rough, there has been 0% development put into the gun recoil, that's just a standard camera shake, probably on perlin noise, it looks awful. I bet there's people on the team that can make a game, but now I'm not sure they can make a shooter tbh. And knowing UE, I can make a better recoil system in less than 1 day easy, using blueprints only, too.
Best thing about this game is the care at 5:20 😂😂
I’ve seen some games trying to make maps like this with a lot of large buildings and spots for sniping and stuff. Not very favorable but they’re mostly pvp classic COD style. But this seems pretty cool
But idk about any of this, it looks just like an unity testing place.
I'm just hoping they take feedback seriously and implement quality systems.
My expectations have been low since the announcement. And I know it isn't finished but like, yeh I doubt I'll ever play this.
glad they are showing us whats up.
We shall see, ever since I saw the NFT stuff he wanted to include awhile back I haven't been interested in following progress. Appreciate the video as I probably won't be following the progress anywhere else. Gunplay looks like it needs a lot.
I'd love to see a different studio work on a new version of the Culling (And im talking about the original). 16 players, solo's or duos and main focus on melee combat.
Eh I mean at the very least they are making real progress. I have 0 interest in any BR games but uh its looking better than E2 at least lol
I hope there are more modes than just BR
I feel like people are being way too nice to this game because it's tied to Doc.
Bought my first pc and it will be here tomorrow so I've never backed a game. Just wanna play Bigfry's, The 2x's, Callum Upton's and Bellular's future game releases.
yeah map scale is nice i see what hes trying to do here it could deff work imagine a whole city. orion.
They need to change the sprint animation. The sprint doesn’t reflect the speed you move at 😅
5:26 considering the skeleton of the game looks pretty damn good in comparison to other games, I'd reckon it'll hold to some degree. Thing is the whole blockchain coombaya is set up to isolate the game intraspectively, and I've little faith the only considerations that will be made aren't going to be towards the crypto trafficking exclusively while they toy with an fps in the background.
Also the decentralization by hyper-centralized trading methods has gotta be the dumbest thing since diced bread. (I'm sorry croutons I love you, I didn't mean it.)
What is your intro and outro music?? It always slaps!
Hey BigFry, Caliber just got FPS mode update. Can you give it a try ?
I'm smiling to myself when I see how overexaggerated the hand animations are when you sprint. It's so ironic, as I recall Doc heavily criticising the very same exaggerated sprinting animations in Apex Legends. I do think this will be something cool once it releases though.
i have a feeling this will be abandoned and forgotten in time
I’m interested what you’d think of snapshot v
If im gonna be honest, I dont think the point it to show off mechanics, I think just as u mentioned, the idea of what "purpose" and map style will be in the game, then again its very early and the complexicity is probably gonna evolve, if done right I'm sure more interesting stuff may happen.
its really early but the feedback is for what people want from the game
So if this is going to be an NFT can I screenshot it and resell it as if I am the original owner?
I think this is more of a "look guys, we are still developing this game and slowly making progress" if a project goes too long without feedback from the devs then it will lose its backing because supporters will not know how much progress if any is being made. It's also an opportunity to get basic things like player to player server connection issues ironed out early. But that's just my take.
Just feels like a an unreal engine marketplace assets still...
I think it's kinda odd to "not" have the game controller on priority 1 in a first person competitive shooter.
Especially if you sending out game copies/slices in this early stage...
The gun play looks horrobile, like browser game horrobile.
in the timescale of development i imagine gunplay takes longer than an asset flipped place holder map and is probably being worked on in a different kind assault course test map behind the curtains.
In case of verticality, I don’t think it’s good in a competitive scene cus basically higher spots would always has advantages.
We NEED to talk about CLICKBAIT!
Its a sales technique. Its to prove its there and keep it relevant.
This isn’t a battle royal game it’s a extraction shooter lol, plus it’s super early development idk why ppl be dashing it lol Is your game this playable in this early of a state?
I fing love the cave man concept 🤣🤣🤣 "criticizing a cave man making a fire"
The games are the burgers of your community while we are the little fries but there's only one big fry.
I fucking love your videos. Keep em coming
In 4 years GTA VI is going to be the new standard...this Kind of Games need be ready now
Heck no. BR is still new
The first ever battle royale is the next big royale?
1:10 it looks like the Azovstal steel mill.
Big Yikes on player movement and gunplay, I don't understand why Dev's release and tease so early, everyone just runs out of steam.
There is a reason big company's don't announce games until a few years into Development and close to release.
We shouldn't honestly even know this game exists yet, bad publicity.
The fact this game can’t speak for itself with amazing gameplay or something of quality, and needs ‘Dr. disrespect’s game’ to let you know instead of its quality tells you everything
how big is his dev team?
He's gonna diss us by charging MW2 price
What's your Variant name BigFry?
Amazing breakdown wow
Snapshot to snapshot its good progress either way of your opinion..
I think they should first focus on their ambitions and views for the game. It's good that they are letting people test out some stuff this early. But it'll be much better to test out the game when there is an actual game, and more people will get in giving them a lot of feedback.
Looks like sniper heaven. However I don't understand your take. It's bare bones, I don't expect much at this stage.
So they are going for a cyberpunkesk world br if they can pull it off might be cool lol