- Apr 2, 2023
- 63
- 67
One of the things I dislike the most in this game is the zombie models. I wish they were uglier and weaker and even had ribs visible, but the zombies in Bioasshard look handsome.
But it's one of the main mechanics. I know it's a game with a story, but it's an H game with adult content, and for me in my mind a game with H content is THE main mechanic and NOT the story. I'm not a developer, but I imagine that the animations aren't done first, but they're a main element, one of the most important for an H game, so the quality of these must be exemplary but you also have to give enough for the players. What I'm looking for in Biohassard isn't so much difficulty or story (as some people in the comments have said was important to them), I'm looking for quality H content, whether it's gore, fetishism, Battle Defeat or contextual, I don't care. I'd like a little more of this content and the mechanics that revolve around it, a little more choice and particularly a gory, "nasty" side, because it fits in perfectly with the game and Resident Evil universe.Many says they are scamming. No, they are just stupidly stubborn. Meguido's (the guy who doing the programming) nightmare is to do the animations. He hates it. Take an example, you have a job where you have a task that you absolutely hate. You are going to leave that last, right? This is what happening here. He said he doesn't do H-animations until all of the other mechanics are done. So he nailed this in his head and doesn't let it go, even if this is a death sentence to the game.
MateyDev is from Operation Ground ZeroesBut it's one of the main mechanics. I know it's a game with a story, but it's an H game with adult content, and for me in my mind a game with H content is THE main mechanic and NOT the story. I'm not a developer, but I imagine that the animations aren't done first, but they're a main element, one of the most important for an H game, so the quality of these must be exemplary but you also have to give enough for the players. What I'm looking for in Biohassard isn't so much difficulty or story (as some people in the comments have said was important to them), I'm looking for quality H content, whether it's gore, fetishism, Battle Defeat or contextual, I don't care. I'd like a little more of this content and the mechanics that revolve around it, a little more choice and particularly a gory, "nasty" side, because it fits in perfectly with the game and Resident Evil universe.
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PS:
I wish the huge belly filled with lots and lots of zombie sperm had had some motherfucking use in the game. Or at least to get a zombie out of that fucked pussy to add to the enemies on the map or help us fight NO I've found it! A good way of making us SHIT, so that next time we don't get fucked again! Otherwise, you can go with the same idea as MATEYDEV with his 3D game "Delta Zone Release", the pregnancy phase is one of the best of all the H games I've played on F95. There are several stages, just like in real life, the only regret MATEYDEV gave me with this on his game is that it's a FUCKING EGG THAT COMES OUT !!!! I hate eggs!!!! GIVE US FETUS (like in Wicked island). Even The Last Barbarian has an egg coming out, even though the pregnancy system is one of the best STOP WITH THE EGGS!!!)
The fundamental aspect of an H-game is the hentai though, not the gameplay... There is enough gameplay already, there's no need to add fifteen different ANNOYING mechanics like they're doing right now, just make different levels with different objectives with different enemies in them instead. Also, there is absolutely no reason they wouldn't be able to add new animations now rather than when all the mechanics are done, because the two things do not intersect with each other.the best you can do is prioritize the fundamental aspects first, IOW gameplay. Then you can spend the rest of your life working on an endless supply of art and animations
Had he started with a plethora of H-animations, then only now started working on the gameplay, you'd be on the other side of this argument saying the same thing, just in reverse. "Why isn't the GAME finished?!?!" Just take a step back and consider the larger scope.The fundamental aspect of an H-game is the hentai though, not the gameplay... There is enough gameplay already, there's no need to add fifteen different ANNOYING mechanics like they're doing right now, just make different levels with different objectives with different enemies in them instead. Also, there is absolutely no reason they wouldn't be able to add new animations now rather than when all the mechanics are done, because the two things do not intersect with each other.
I'm not sure where you read wrong, but I didn't meant to imply anything in the way of what you are talking about. Art is important, gameplay is important, a working program is important. If they are adding tiny mechanics that nobody notices, then sure that's likely something not worthwhile to be spending time on.Neither is useful to over complicate your game with stupid gameplay mechanics that noone will ever give a fuck about wasting your time and people patreons patience just because you dont give a fuck of what they really want by your game.
We're all here for the same thing, and it's not the awesome and perfect shooting and loot system.
This, all of this.Neither is useful to over complicate your game with stupid gameplay mechanics that noone will ever give a fuck about wasting your time and people patreons patience just because you dont give a fuck of what they really want by your game.
We're all here for the same thing, and it's not the awesome and perfect shooting and loot system.
Not only that, but there has also been very little improvements gameplay-wise in the same time. Not really sure what it is they are actually spending most of the time on.This, all of this.
How is this such an arcane concept to understand? I've been saying this for how fucking long now, all this pointless bullshit that serves no purpose other than to infuriate the player like the fucking metal detector level. It's been about 3 years now I believe since they did the small little model update and touched up and added animations.
In 5 years we've gotten a bunch of shit no one asked for nor wanted. Then some stuff that was actually nice, these guys are basically fleecing people for no issue at all.
To answer your post, making dumb shit like door mechanics. Or the stupid fucking comics, and whatever dumb shit they decide to spend money on.Not only that, but there has also been very little improvements gameplay-wise in the same time. Not really sure what it is they are actually spending most of the time on.
I agree with you about how Patreon should be used as as platform that gives extras for the supporters. I also would like to say that I've been a patron to the project for 2 years and have found that, that's essentially exactly how they've been using it. You get the fantasy tier codes for the few bonus cheats and unlockables. You're either the tier for them or at the mercy of a kind person sharing the codes (which many here do, thankfully).I'm not sure where you read wrong, but I didn't meant to imply anything in the way of what you are talking about. Art is important, gameplay is important, a working program is important. If they are adding tiny mechanics that nobody notices, then sure that's likely something not worthwhile to be spending time on.
Also worth noting I'm really a fan of how patreon is usually used. It's really just meant to be there for donations, with small perks. People who make games that are only available by paying a monthly subscription on patreon to even see what the updates are (and the updates are few and far between, with little changing each update), are usually only there for the money imo. Having a patreon for helping pay for the development of a game is good, sure. But having that as the only way to play the game is bad practice. Put the thing up for sale. Patreon perks can still be stuff like the different codes and discord stuff and whatnot. That and seeing the devlog and stuff sure. Not the game as a whole.
too long bro .. i just wanna told u, the mission 7, u mean the throwing egg mission? it's just for test the performance, to see how much zombies can appear on ur screen without laggy, fps drop.. and mission 10, guns 're in the storage next to u bruh... it's made bcs peoples request, they wanna play the mission 1 map without racing against timeSo...this release comes with a Mission 10 that appears to be pointless (it's just the same as the normal arena for unlocking, but without any guns so you can't hit any targets). Also what's the deal with Mission 7? You spawn in a room adjacent to another room that has two locked doors, the third one leading to a dead end.
Reading the changelog, it quickly becomes apparent there's some weird thigns they are considering to be changes. New loading screen system and new weapon upgrade system, followed by "new graphics and sounds for the new <loading screen and weapon upgrade screen>"
There's also stuff like behind-the-scenes info "+New+ Door Mechanism: Can require more than one key to be used / puzzle to be completed / switch to be turned on / etc." <<this just means "hey, we can do things differently, but haven't done so."
As for bugs: aside from the mission specific ones I mentioned above, there are many. Their new "function that controls everything related to changing from one level to another" causes the character model to load in carrying the weapons she doesn't currently have (updates when you open inventory). It also saves your last HP value for the HUD until you get hit (correctly uses the real value instead of the old one). You can aim down sights while staying in the idle animation. Often times enemies ignore damage (I mean no damage taken or knockbacks or blood splatter at all). This invulnerability appears to be whenever they are in or for a while after exiting certain animations. Toggling between windowed, borderless, and exclusive fullscreen causes the fps cap to change to 30. Master volume controller does not control any volume settings. Zombies interacting with doors plays a global sound effect. The directional lighting in a lot of maps is very bad. The global illumination doesn't bake any objects (only terrain features), which looks jarring a lot of the time. The camera is absolutely abysmal at all times, and often times glitches out. Clothing tends to cause a lot of clipping. Models tend to clip into each other, too. Breaking free of a grab can throw enemies out of bounds.
Other (non-bug) issues: it is poorly optimized, as when running 30fps at 1440 on a 2080 super, the main menu uses 50% of the GPU (not just GPU memory utilization, but actual processing). It also uses more GPU and CPU when tabbed out, compared to when in focus for some unknown reason. Despite this, the textures are very low quality and usually appear stretched or shrunken. There is no audio balance between various SFX. Controls aren't great, and the camera sensitivity settings do nothing when playing with a mouse. Why can't we zoom in/out a bit while in control of the player like we can for the sex animations? Knife is indeed useless, despite the loading screen trying to say it's somewhat useful - just kick them and then curb stomp. They die. Knife takes ~25+ stabs to the face to do the same. The damage system as a whole is rather unbalanced anyway, as you're just repeatedly shooting the head until you get a crit; non-crit damage is useless. Why can't we navigate menus using the mouse? They can very easily use PhysX or something similar to capture the cursor for when it is hovering over icons. Why do some levels have the changelog sitting as an interactable object? Specifically in places that are prone to the player being attacked? Why is the loading screen system there in the first place, if it's not giving real tips? Most of it is just the FAQ about patreon and stuff. Why do we get double loads? You select a mission, see loading screen, press a button to exit loading screen, press the continue button, loading screen repeats, exit loading screen, then you are finally in a mission. The way the missions are made is that they are simply test levels for new things they were working on, so there's really not much in the way of good level design going on (hell a lot of them are actually demo levels in the asset packs they're using). Most maps have no sense of direction or meaning behind objective placement, and there's nothing that leads players the right way. The way they modified the models is very jarring - they simply added giant floppy dicks on everything that really look weird (seriously, they look like flabby pool noodles that go all the way to their knees). The way they try to apply "stretching" physics around insertions looks very bad. The entire perineum region of the character, including the crotch, vagina, and anus are all clearly out of place, with some things protruding and looking "stretched" from the body. The inflation mechanic does the same. The mesh lines for the character model are clearly visible. The sound effects during sex do not match the animations in the slightest. The sex mechanics as a whole seem like they don't really belong from the grabbing with the terrible camera angles and cheesy animation, to the "struggling" both during the grab and sex. The way the sex works is you press f once to get out, or wait for a bit and press f once to have it do a cumshot before ending (which quickly zooms into the location of insertion, but keeps the current camera angle). You are able to rotate and zoom the camera in sex scenes, but not pan, so sometimes you are forever unable to see the character's face. The cum is rainbow colored for some reason? The enemy AI is just "see player? Run to player's current location" but doesn't update the player position as it is moving (so will just run to where you were 2 seconds ago). The detection is also very weird, as some enemies seem to know where you are without seeing you, and others ignore you unless you are right in front of them for a solid 5 seconds. If you're too close to normal zombies, they straight up never attack the player.
Showcasing a lot of the visual issues, including the floor texture: View attachment 2798332
All in all? The raw game itself seems to have barely been changed since 3 years ago. Sure, there's been new levels added (a few of which are unplayable) and small visual additions...but the actual user experience remains the exact same, and it is very rough to play. The gameplay being mostly unchanged, in addition to the sexual aspects being *entirely* unchanged in so long really makes me question what the devs are doing with their time and the money from the patreons. They went the "gaming as a service" route for how people are allowed access to the game, so they really should be making visible progress, which they clearly are not doing so.
The mission before the egg one. I actually edited the thing about mission 10 before you finished replying lol.too long bro .. i just wanna told u, the mission 7, u mean the throwing egg mission? it's just for test the performance, to see how much zombies can appear on ur screen without laggy, fps drop.. and mission 10, guns 're in the storage next to u bruh... it's made bcs peoples request, they wanna play the mission 1 map without racing against time