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  • replied
    Originally posted by osiris View Post
    Fence pack i buy it and i use it nice stuff
    Happy to hear.

    Originally posted by Amievil View Post
    I bought your fence pack because it fit what I needed. I didn't get this one I will say yet because I don't need it yet.
    Understandable. Thank you for your support.

    Originally posted by kurylo3d View Post
    I buy things as i need them in level design.. Just not at the point that i need signs yet. Will more then likely eventually. No one wants to reinvent the wheel if someone else already made it.
    Thanks for your input!

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  • replied
    I buy things as i need them in level design.. Just not at the point that i need signs yet. Will more then likely eventually. No one wants to reinvent the wheel if someone else already made it.

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  • replied
    I bought your fence pack because it fit what I needed. I didn't get this one I will say yet because I don't need it yet.

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  • replied
    Fence pack i buy it and i use it nice stuff . all projects need fence , dont know about others , but if you ask dig in to statistics and see what they search in that time then make it happen simple as that , if this month space its up then make some space stuff , if next month statistics say we search for unicorns than make them

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  • replied
    I could to bought it, but my game is not a race.

    It could also be chests, boxes, barrels, pots, bottles, glasses, porcelain or wood ducks, trunks, branches..., all destructible to stay practicing shooting...


    luny;B

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  • replied
    Originally posted by Axxi View Post
    the models are clean make them a bit rusty or give the people an option to choose , look at the Zombie Melee Weapons pack for example
    This is definitely a type of update I want to do. Seems like it is wanted.

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  • replied
    the models are clean make them a bit rusty or give the people an option to choose , look at the Zombie Melee Weapons pack for example

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  • replied
    Originally posted by Jon Jones View Post
    He actually has a pretty slick way of customizing the signs and making it easy to work with. Video: https://www.youtube.com/watch?v=Ay2c...ature=youtu.be

    One of the things I've always liked about Osok's work is how streamlined and easy to use he makes everything in the editor. It's clear that a lot of consideration has gone into usability and functionality, and he's got a flair for it.
    Thank you Jon, I appreciate that.

    Originally posted by Uprentiss View Post
    Wait nevermind I actually bought your pack lol. I think there great.
    Awesome! I would appreciate your rating and comment here: https://www.unrealengine.com/item/56...e8f2d24b9a1c77

    Originally posted by thankstipscom View Post
    Does the destructible aspect play a large role in this?
    I know I have some free shelving assets that I "made destructible" with the UE4 settings and that seems to work well. Is there something special about the way these are destructible?
    The wooden signs use the built in UE4 destruction (focusing on the wood), but the metal signs each have a custom destruction model.

    Originally posted by zeOrb View Post
    Road signs however requires only stick & square
    Originally posted by Nawrot View Post
    But if i needed them, making road signs is just square/triangle plus stick. I do not think there can be anything less complicated to create.
    So buying it on marketplace and importing would take me as much time as creating those assets.
    I gotta respectfully disagree with you here. There are a wide variety of sign shapes, destruction models, and the time alone to properly collect and put together 100+ 2k textures is quite time consuming. I do however appreciate the feedback on your thought process! Seems the thought process can be that it is easy to create and/or is too niche. Thanks again for your input.

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  • replied
    * The pack looks solid and I believe it will sell given time... That said, here's a few caveats...

    * This pack has a very specific style that is best suited to US highways. Using this pack will genre-ize your game, which may limit its appeal somewhat.

    * To use this pack right away, you need to have a pretty nice spline or suitably textured landscape already done. But there are still ongoing requests for quality road spline kits. So it feels a little like chicken and egg syndrome... Yes, there are some demo, free and pay-for road solutions, but nothing is blowing people's socks off yet and that's what's needed here. Because unlike UDK / Unity, the ultra real visuals of UE4 don't leave much room for half-baked roads, everything needs to look super tight.

    * There's a need for more flexible procedural road-building systems too, and I'm on the lookout for any systems that ties nicely into the superior landscape packs. Placing all the road signs can be a pain also, so a procedural system that's tied into it and Landscapes and road splines would be highly sought after IMHO.

    * Sitrec makes a pretty sobering case for not jumping onto the marketplace parade. The better a pack looks, the more overused it will be in games, therefore the less of a surprise it will be to end-users leading to game fatigue. For that reason and others, I'd like to see the Pro marketplace vendors offer a plan-B. Namely customized solutions outside or inside the marketplace set-up. Jon Jones is open to this too which is great...

    * So who will be the first landscape vendor who teams up with a road-splines expert and a road-signs specialist, to provide custom solutions? I'd rather pay more to a marketplace pro and get a tailored solution, than buy a generic pack and have to blindly dig around in the 'Got Skills' section looking for an environment artist and modeler to help 'tweak' it.
    Last edited by EntrpriseCustomr; 08-08-2015, 04:54 PM.

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  • replied
    Put another way, though, Osok has created a niche product, and it may well have a long tail, as it has no competition, unlike, say, Sci-fi environments.

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  • replied
    Originally posted by zeOrb View Post
    Yeah, I think Errvald nailed this.
    Fence and Wooden storage packs are nice and requires skill and time to create them. Road signs however requires only stick & square
    He actually has a pretty slick way of customizing the signs and making it easy to work with. Video: https://www.youtube.com/watch?v=Ay2c...ature=youtu.be

    One of the things I've always liked about Osok's work is how streamlined and easy to use he makes everything in the editor. It's clear that a lot of consideration has gone into usability and functionality, and he's got a flair for it.

    This is a great idea for a thread, and reading everyone's feedback here has been really helpful for understanding what people here want out of the Marketplace.

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  • replied
    Simply because my game does not need road signs. But if i needed them, making road signs is just square/triangle plus stick. I do not think there can be anything less complicated to create.
    So buying it on marketplace and importing would take me as much time as creating those assets.

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  • replied
    Yeah, I think Errvald nailed this.
    Fence and Wooden storage packs are nice and requires skill and time to create them. Road signs however requires only stick & square

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  • replied
    Road signs are extremely easy to make and generally not used in the first stages of a game.

    Originally posted by HausEstate View Post
    Your signs are too clean. In a real world, the road signs are corroding all the time. So even I'm looking road signs to my horror town, I won't buy this pack for that simple reason. Not even new road signs are so clean and artificial looking as yours are. Maybe you should ask what people want, not make what you want and then cry why people are not buying your pack.
    Road signs don't get corroded.

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  • replied
    I haven't tried this pack. But there are other packs and road signs available on the web so many may already have signs.

    Does the destructible aspect play a large role in this?
    I know I have some free shelving assets that I "made destructible" with the UE4 settings and that seems to work well. Is there something special about the way these are destructible?

    Lastly I can think that most of the indie game makers here are solo or tiny teams. So the process is most likely: BackEnd -> GamePlay -> Animations -> Characters - > Menus -> Maps
    Maps being later in the development process. If you have a wicked city level with streets everywhere, road signs, trash cans, park benches, homeless people, stray dogs, debris, parked cars etc... are all nice touches one puts on near the end to polish the maps. So you may just not have enough people at the point where they need this yet. The 15 you got already could even be people getting it in preparation for a project or when they get to the point where this makes sense. Most don't add details like this to levels while they're still testing game play aspects.... unless they have a team or individual specifically assigned to map building.

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