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SgtBrown5
9
Years of Service
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Joined: 10th Mar 2010
Location:
Posted: 14th Dec 2011 19:03
So well over a year of work, I think a great canidate for the Defy the Odds competition, and what do I do? I go and completley forget that the deadline is coming and miss it.

Oh well I guess I will just wait for the next competition.

SgtBrown5
szempek555
8
Years of Service
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Joined: 9th Apr 2011
Location:
Posted: 15th Dec 2011 07:40
Well I have just finished testing the closed beta version and it was cool, I was only able to test the first five because when was loading the sixth it got stuck at the end of the loading bar I waited but nothing happened. But here is my review of the first five levels.

In the first level there is to mush lighting in the hall.

In the being of the second level you forgot to put door from where you came from in the first level, you cant just appear in a room where there are no doors only a door which you continue your mission on.
And the doors are way to bright. Its is way to dark in some of the rooms and corridors I know you what to get the
spooky feeling with the game but use a little more lighting in or just posicione it better.

In the third level the third door you go thought its way to bright and also fourth one to.
When you go into the room to get the key for the third door there is a segment problem you can see as one of the
segments reach into the room you only a little part of it better it look bad there.
The first enemy behind the thead door gets stuck at the door and cant come out.

In the fourth level beginning I couldn't she anything it was to dark you have to at least put one light I had to to my way to the door to see something. One or two items in the spooky room at the end of the level where to bright.

The fifth level was perfect it was really spooky.
SgtBrown5
9
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Joined: 10th Mar 2010
Location:
Posted: 15th Dec 2011 20:12
thanks Ill work on those.

As for the loading screen to level 6, did yo try saving right before and the reloading? For me it seemed if it would stop working or crash, I would just reload quick and then it would work. IDK if that will work for you. Oh and if any one else has had this problem or knows how to fix, that would be very much appreciated.

SgtBrown5
raymondlee306
9
Years of Service
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Joined: 24th Oct 2009
Location: Ohio
Posted: 16th Dec 2011 04:16 Edited at: 16th Dec 2011 04:25
1. Frame Rate: I played on 2 computers Laptop with intel GMA graphics and desktop with 1 gig dedicated graphics. On desktop frame rate never dropped below 57 fps, on laptop (off the shelf best buy) average 10-18 fps. This could be a downfall as most people just walk into best buy and spend $300-$500 (like I did before I got my Dell Studio with the i7). But most pc gamers should have better gear, but something to be aware of with the commercial public.

2. Ambiance sound and music was great. Very professional and fit the theme. Sound effects where good and well placed, and I liked the way the special effects and "tricks" where used to keep drawing the player forward.

3. lighting - All lights had a source that fit the scene. Nicely done. However, it was so dark in most places I couldn't even see my hands or gun. I had to use the <> arrows to see where to go next as I would get lost in the dark. This can be fixed easily with a number of methods. A lot of Indie games tend to be dark to cover for lack of level designers and texture artists, and limited time and personnel that a larger studio would be able to hire. (not an insult just observation as lighting is an art that unless well trained, even the best software can't correct for), a little more time spreading out debris (with taste for the scene) giving it a lived in feel and a little more ambiance. From a real life stand point, a facility here in the US would have to have a whole lot of emergency lighting, Lit exit signs, etc for OSHA requirements, that even in a power outage people could still see where they are going. Or a flashlight might be sweet too. Bloom. This is an effect that the engine loves to over power. I would tweak the settings to give it a more realistic look instead of washed out in a brightly lit room. The stock bloom is too much in any game (personal opinion).

4.Loading times were good. Faster than most FPSC games I've played

5. Corridors were sometimes long and plain and went nowhere or in circles. Maybe leave some ammo somewhere to give them purpose or some objects that help tell the story. On that note, maybe add some clutter or debris on the floor. No one is that clean especially in a time of panic or horror. The use of pillars, piping, wires, etc could help break up the flats and make the facility look like it had a more human purpose. Take a look at workplace images on google or if you work in a factory. I would guess almost every corner has something in it from dust in the corners to shelves. We as people have a tendency to fill as much space as we can. Me and my wife bought a bigger house because the old one was to small for us. You know what happened, we bought more stuff cause we had more room, now this one is too small.

6. Remapping the keys is fine but it took me a while to figure out ctrl was duck. or to press "E" to open doors. Maybe in the manual give a legend.

7. I saved the game a couple times and every time I loaded it back up I was hurt (the player, not myself, I'm fine). Also when I loaded the game the door textures went away and the doors turned blue. The textures were there before I saved and exited.

8. I was playing around a little with the hand gun. Unfortunately without a HUD I did not know how much ammo I had. So I had to just run past a few of the enemies until I found another weapon as I ran out of ammo and would have had to restart the game. A HUD or something to tell me not to shoot at the barrels and waste ammo would be a solution. Though I like shooting floating barrels.

9. It was a really long walk down some long corridors before anything happened. Adding something to the beginning or text, or voice chatter would be a great way to not make it seem so long and drawn out to get to the action.

All in all I liked what I saw and especially what I heard. The custom menu and loading screens and mouse cursor were good. Great use of the media to fit the setting. I know this is a BETA, but I have no idea what the story line is. I questioned the child's tricycle in what looked like a space ship/ research lab. But I assume all that will be addressed as things progress. This has an extreme amount of potential and I look forward to seeing what it becomes.
SgtBrown5
9
Years of Service
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Joined: 10th Mar 2010
Location:
Posted: 17th Dec 2011 15:33
thanks this is great I will address everything! As for the story that is currently being worked on, and I can't say very much at this point in time; but I might end up making this a series of games. The story I have in mind might fit for multiple games we shall see.

I do plan on adding a pretty good story to the game, its just a matter of finishing that and figuring out all the different possible ways to tell that story through FPS creator.

Just last night I got a freind on board to help me out, and he started just giving one idea after another.

So all in all what I am saying is this is probably more of an alpha right now, and that I do have alot left to work on.

Thanks again for ther critiques. They will help me out alot! Thanks

SgtBrown5

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