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Re: Puzzle Castle, Betatesters needed
[Re: Damocles]
#142399
07/20/07 20:04
07/20/07 20:04
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Joined: Apr 2007
Posts: 582 Germany
Poison
User
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User
Joined: Apr 2007
Posts: 582
Germany
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you must set the shadows so in this way:
stencil_shadows = 2; // for Z-Ray
Everything is possible, just Do it!
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Re: Puzzle Castle, Betatesters needed
[Re: Poison]
#142400
07/20/07 21:04
07/20/07 21:04
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Joined: Mar 2006
Posts: 752 Portugal
demiGod
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User
Joined: Mar 2006
Posts: 752
Portugal
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Quote:
stencil_shadows = 2; // for Z-Ray
Humm.. could you explain to me what does it means? I only know shadow_stencil engine variable, with two values on/off, 1/0.
o_O
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Re: Puzzle Castle, Betatesters needed
[Re: Damocles]
#142401
07/20/07 21:26
07/20/07 21:26
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Joined: Oct 2006
Posts: 873
Shadow969
User
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User
Joined: Oct 2006
Posts: 873
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in A7 stencil_shadows=2 enable z-fail stencil shadows Manual: Quote:
Z-fail stencil shadows are slower than z-pass shadows, but more robust. They are independent of the camera position and allow LOD models to differ greatly from the original model, which would otherwise cause shadow faults with the z-pass algorithm.
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Re: Puzzle Castle, Betatesters needed
[Re: Pappenheimer]
#142403
07/20/07 21:46
07/20/07 21:46
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Joined: Jan 2003
Posts: 4,305
Damocles
OP
Expert
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OP
Expert
Joined: Jan 2003
Posts: 4,305
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Ok, here the Beta demo I need more feedback on how the game runs and plays. http://www.wasteland.at/dexon_knight_puzzle_castle_beta.rar-> The animation when stopping looks rough, and the idle Animation does not play. This is caused by a bug when assebling this version. It is actually smooth in the working version. enjoy
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Re: Puzzle Castle, Betatesters needed
[Re: Damocles]
#142404
07/20/07 22:51
07/20/07 22:51
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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Works great so far, but I played only the first 8 Levels so far.
About the gameplay: Some suggestions: Add an autosave. This is a must, because it is frustrating, when the player stucks and then realizes that he forget to save before. Adda short key for loading, maybe simply the 'return'-key. Why isn't the player able to play the levels again, when he already passed them? The gamer should be rewarded for passing a level in that way that he can play it whenever he wants.
About the design:
Delay the turning of the gates and the action of the trapp until the player character actually passed it. Especially to children it looks extremely unlogical. Add partikels when the player gets hurt or dies.
The start points/entries from the main level should look more precious. Copy the blue six-sided bottom of the goal model and use it in different colors for the different start points, give them the nice particle effect when the player already passed them.
When the player dies because of the trapp, his model should at least touch it.
Celebrate the winning of each level with bigger brighter particles and a nice melody and, if you have, use a nice animation of the player character too!
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Re: Puzzle Castle, Betatesters needed
[Re: Pappenheimer]
#142405
07/20/07 23:22
07/20/07 23:22
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Joined: Jan 2003
Posts: 4,305
Damocles
OP
Expert
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OP
Expert
Joined: Jan 2003
Posts: 4,305
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Yes true, the Traps need some work, and the player should die on the traps. The Levelblocks are not all finished yet (such as the startpoint, turningfiels, traps)
The reason why the levels are not replayable, is actually, that I was to lazy to create a solved field for each of the levelnumbers. This is a bit related to the code, and not very obvious though. I will add that then.
The Return Key for Replay is also a good Idea.
I dont want to save within the level. This might be easyer for the player, but it is also part of the gameplay to remember the way to take, that prooved to work, until the player got stuck.
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