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so i got a game idea and i wanted to know what yall think

A topic by P&M Productions created 7 days ago Views: 177 Replies: 10
Viewing posts 1 to 5

Me and a friend are planning an open-world survival horror game in Unreal Engine where you’re prey, not the hero.

No HUD or hotbar for immersion — only stress, noise, and stamina systems.

Dinosaurs are life-sized with AI based on real research (vision, smell, hearing, hunting patterns).

Randomized size on spawn (e.g. T. rex 16–20 ft tall).

3D audio + authentic roars.

Mic input so dinosaurs can hear your real-life noise.

Gather recourses and place down blueprints similar to Fortnite or grounded.

Lore and old rundown laboratories.

I’m handling coding (still learning), my friend is doing 3D modeling.

Sounds pretty cool.

I think the Mic input feature could make or break things in regards to reception, depending on how it’s implemented & presented.

(+1)

Sounds good. 

Dinosaurs don't need to hear player's real-world sounds - they need to hear the in-game sounds. If the game character walks, make a sound of the person walking, if they pick cherries, make a sound of leaves rustling. Have Dinosaurs follow those sounds. The player's background noise won't give the dinosaurs any clue as to the game character's location in the game.

A HUD is of course so players can pause, play and exit the game. And to show the player what resources have been collected etc. You need some type of menu system - whatever you choose to call or not call it.

thanks for the feedback i hadn’t even thought about inventory yet. but yeah ill be sure to add a pause menu and inventory by "no hud" i meant more like no crosshair or hotbar. also i love your idea for the sounds made by players i might end up making mic detection optional.

This is an overly ambitious project with a large scope.  Granted, I don't know what level you're at, as your profile is completely empty.  So, you could well be a professional with years of AAA experience.  If not, then it would be better to make much smaller and simpler games before venturing into AA/AAA territory.

So you're posting here as well. Alright, after rereading your concept, I got some feedbacks for it:

1. How do you exactly survive? only by avoiding dinosaurs? or do you need to scavenge foods and water too?

2. Is there any reward from using microphone? I mean, player could disable microphone to prevent detection.

3. What's the goal of constructing buildings?

1. Yes, by mainly avoiding the Dinosaurs but also by finding guns and ammunition in the abandoned laboratories. You'll be able to collect seeds and plant them as part of the building mechanic. You could also cook meat that you collect and boil water to get rid of bacteria, similar to the game Raft.

2. The microphone just adds an extra touch to the immersion. It's up to the player if they want that enabled or not. I might come up with achievements in the future to award you for being detected and surviving certain dinosaurs.

3. Well building is more of just building and protecting you from the dinosaurs. Now while some dinosaurs have a chance to break your build for example a Spinosaurus or t-Rex you could upgrade your builds with better materials to make them tougher. I also added this mechanic because I knew if the only goal was to survive and find lore the game might become redundant or boring.

Forgot to mention guns and ammo are rare so don't expect to just run around with a gun shooting at Dinos 

Don't add guns, because if you do but they're rare, the game might start to be more RNG based than you would like. The game would just be about finding guns.

that's a good point I really only wanted to add them to give the players a fighting chance. And also when I pitched the idea to friends and family they said the game would be too hard.

If it's survival horror, I don't think you should give the players a fighting chance because then it becomes an FPS, which kind of ruins the point of survival horror. Also, let me tell you right now that if you are new to game dev, don't try to tack an FPS onto a game, a weapons system with player animations, gun animations, and gun mesh changes will be very difficult to do. Wait until you have a better understanding of how to manage things like that with data assets and parent classes. You'll get there eventually, but not yet. Also, I don't know how your friends and family are judging a games difficulty based off the idea, but don't use their opinion as the only way to get feedback about the idea, especially if they're not the target audience of the game. Also, go make smaller projects before attempting this, and focus on learning the best way to set up scalable systems before starting this. (Especially with an inventory system. Do it right the first time. Or have a headache further down the road.) Overall, have fun making this game. I've had a lot of fun with ue5, and I hope you do to.