|
7 registered members (fairtrader, Quad, miwok, Martin_HH, AndrewAMD, alibaba, dpn),
581
guests, and 0
spiders. |
|
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: The Wonderful End of the World (Playable Alpha
[Re: Machinery_Frank]
#148826
08/21/07 04:45
08/21/07 04:45
|
Joined: Aug 2002
Posts: 681 Massachusetts, USA
Ichiro
OP
User
|
OP
User
Joined: Aug 2002
Posts: 681
Massachusetts, USA
|
Thank you to all who gave the game a look (and a special thanks to Error014 for his thorough feedback -- that means more to me than you know, Sir). I've distilled all the above into the following: - Freer rotation/inertia. - Perhaps increase rotation resistance on growth? - No-time-limit runs. - UI features (e.g., return to main menu). - More variety of objects. - On-screen feedback on size (compare to landmarks!). - On-screen feedback on mass. - On-screen feedback on # objects. - End-of-game scoring on above. - Optimizations, optimizations (LoD, etc.). - Less sun movement. - More/different shaders? - More animation! Everything that lives->animated. - Amusing animations/effects. - Camera tilt so you can see more of the level? - Bug: Camera goes through things, obscuring view. - More detail e.g., on plain surfaces. - Combos! - Error -2113929204. Maybe shader-related? DX-related? Looks like we have plenty of work ahead of us. We'll make y'all proud. 
|
|
|
Re: The Wonderful End of the World (Playable Alpha
[Re: Ichiro]
#148827
08/21/07 11:03
08/21/07 11:03
|
Joined: Oct 2004
Posts: 4,134 Netherlands
Joozey
Expert
|
Expert
Joined: Oct 2004
Posts: 4,134
Netherlands
|
Keep in mind though that no-time-limit runs CAN make the game boring pretty fast, as it will sort of take a way the magick from this game. If you include no-time-limit runs next to time-limited-runs theres a chance that people play no-time-limit most of the time. Better unlock no-time-limits when you succeeded a time-limited-level. Or you could make no-time-limit levels without any story purpose and make a nice story for the time-limitted levels. You could also mix the two together ofcourse for the game story quest, sometimes time limits, sometimes plain objectives. Im really eager to play no-time-limitted levels, but after I did play for an hour or so I've seen it all and probably quit... Well that's my opinion  Oh and work on the performance as well 
Last edited by Jostie; 08/21/07 11:06.
Click and join the 3dgs irc community! Room: #3dgs
|
|
|
Re: The Wonderful End of the World (Playable Alpha
[Re: Joozey]
#148828
08/21/07 11:06
08/21/07 11:06
|
Joined: Apr 2005
Posts: 3,815 Finland
Inestical
Rabbit Developer
|
Rabbit Developer
Joined: Apr 2005
Posts: 3,815
Finland
|
So.. the error is a feature? True Windows product  I'm looking forward on this and hopefully will be able to give some more precise commenteary (*cough*bashitdownlikehell*cough*), but I'm rather busy atm...
"Yesterday was once today's tomorrow."
|
|
|
Re: The Wonderful End of the World (Playable Alpha
[Re: Scorpion]
#148830
08/21/07 15:35
08/21/07 15:35
|
Joined: Jul 2002
Posts: 3,208 Germany
Error014
Expert
|
Expert
Joined: Jul 2002
Posts: 3,208
Germany
|
I'm against the removal of the time-limit. The game is about growing by picking up objects, which is an easy thing to do (just run over them). The only challenge comes from the time-constraint and as such, it is the main thing that makes the experience fun and challenging. If you were to remove it, then one would play each level once or twice, pick up everything until they have picked up all there is and then quit, as they'd have seen everything. The way it is now, however, doesn't allow this. I mean, just look at what Scorpion just said: Quote:
AND i still don'T get it to take the houses, that drives me crazy!
That is why he keeps playing. Even though you have no goal set in the game at this point, we still all keep playing because we want to get the cars, the houses, the dinosaur (depending on how often we played ). You might be able to remove the time-limit when you instead add a different challenge to the game (make it more of a puzzle-game, maybe?), but I can't think of something thats simple and fun. Just keep the timelimit.
An alternative I could agree to would be that after you finished the level with timelimit, that you can play a little longer (say, 400 instead of 250 seconds) next time, so it is easier to access other parts of the level. However, be careful with such adjustments, as this could easily take out the challenge and then the game will lose some of its... uh, addictiveness. Is that even a word? Well, it should be.
Will you also add other goals to the game? "Pick up x cars"? "Reach the zeppelin"? That should keep us busy 
Another thing that was mentioned in the other thread were different player-characters. Right now, I get the super-fighting-mech in every level. Maybe one could unlock different characters? On the beach a crab or whatever you can think of (although a crab does allow you to make jokes relating to "giant enemy" or "massive damage"). Maybe (although I guess I'm stretching it a little here) you could also morph from one form into a different one when you unlocked them or similar things... A spider could move up and down walls, the mech is very fast, a bird could fly, etc. etc. Maybe thats worth a try? It would certainly make this game stand out from Katamari and it would give you a reason to retry an older level: Maybe with my new ability, I can go there and get that...? (EDIT: Maybe there might be restrictions as to when you can use these, i.e. you have to have collected at least x objects before you can use character Y)
From a technical standpoint: I'll guess that you assign the models I picked up to a random vertice and have it move there, stay there and align itself to the normal of it. Right? In that case, you should simply be able to either assign a new random vertex after morphing (or do something even more exotic and save a percentage and get that vertex or whatever you can think of). I think a transformationsequence with lots of things could look fun! The downside of it is that it will likely get even slower then, depending on the action you've assigned to these objects right now.
Another thing are little details: I ran over a hydrant and picked it up? Well, then create a small water fountain for a few seconds. Things like that might help to make it all seem "alive", but its really not a major point and certainly nothing that is a priority at alpha-status. But someone had to say it 
Oh, and while I'm at it, could you at a "Ready? GO!"-kind of thing? It's likely that this is one of these alphathingies, but its driving me insane 
How many levels do you plan to have in the full version?
And thats about all the criticism I can think of right now. This could easily become a hit. 
It should also be noted that the music of the game is stuck in my head.
Last edited by Error014; 08/21/07 21:22.
Perhaps this post will get me points for originality at least.
Check out Dungeon Deities! It's amazing and will make you happy, successful and almost certainly more attractive! It might be true!
|
|
|
Re: The Wonderful End of the World (Playable Alpha
[Re: Ichiro]
#148831
08/26/07 12:14
08/26/07 12:14
|
Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
Expert
|
Expert
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
|
I guess I can't really add anymore comment to that, Error is a really criticus ^^ I hope you can indeed make us all proud  Cheers Frazzle
Antec® Case Intel® X58 Chipset Intel® i7 975 Quad Core 8 GB RAM DDR3 SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB NVIDIA® GeForce GTX 295 Memory 1795GB
|
|
|
|