|
Re: [SCION:tps] preAlpha GamePlay Test and Contest Entry
[Re: the_clown]
#360988
02/28/11 14:28
02/28/11 14:28
|
Joined: Aug 2003
Posts: 7,439 Red Dwarf
Michael_Schwarz
Senior Expert
|
Senior Expert
Joined: Aug 2003
Posts: 7,439
Red Dwarf
|
Apparently clicking around the armor screen just to see all available armor parts wastes money which makes the credits go negative. (In other words: Do the buying on the server, not on the local profile)
Weapons menu overrides the game menu in-game.
Think of users with widescreen displays! (16:10 AND 16:9)
W + A/D makes weird animations while running
Looking around the in-game menu can be tiresome when you hear a shot everytime you click a button.
Climbing stairs not so easy without jumping
I cant for the love of it choose another weapon
The profile creation screen should not allow one to select a slot if there is no profile in it (creates nameless profile which is extremely buggy and in no way playable)
The pistol seems to need about 30 hits to kill someone, which is totally underpowered. Especially if its the only weapon you can use.
You also need a GUI designer, right now the whole thing is just a lot of stuff garbled up with no uniform style. Loading screen is horrible.
Controls are choppy (you probably work with integers for rotating, which makes the whole thing very stiff, remember roll/pan/tilt can have decimals!)
Now for the positive:
The character shaders seem good.
Multiplayer works, kind of.
SuperBloom works, but should be toned down just a bit.
Good start, but I would not peg it 51%, there is a lot of fine-tuning to be done, and the devil is in the details. Just having lots of half-assed features will never be as good as 2 features that work perfectly.
Last edited by Michael_Schwarz; 02/28/11 14:32.
"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
|
|
|
Re: [SCION:tps] preAlpha GamePlay Test and Contest Entry
[Re: darkinferno]
#361029
02/28/11 17:58
02/28/11 17:58
|
Joined: Aug 2009
Posts: 1,438 Spain
painkiller
Serious User
|
Serious User
Joined: Aug 2009
Posts: 1,438
Spain
|
I tested game with training run, here are my impressions:
-I like player's model and shader -I really miss more screen resolution options than 4:3, I use 16:10 and 16:9 monitors -Game crashed for me when I used rocket launcher -Ingame esc-menu got covered by weapons panel, so I couldn't click on leave game -Player walking is a bit strange, he seems like jumping with that giant steps, running is perfect. -I miss a hand and body animation (movement) when shooting and a bit of camera recoil, it looks a bit artificial. -I also miss blending between walking and running, or walking and standing. -In some stairs of test level movement failed and I had to jump to go up.
I know this is just an alpha play-test and I suppose you had planned most of my suggests, but just in case I've posted them
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
|
|
|
Re: [SCION:tps] preAlpha GamePlay Test and Contest Entry
[Re: darkinferno]
#361034
02/28/11 18:18
02/28/11 18:18
|
Joined: Nov 2008
Posts: 946
the_clown
User
|
User
Joined: Nov 2008
Posts: 946
|
Well, tried only the testing run, but there are the following things apart from what was already said:
- I couldnt "buy" any weapons at all. Could be I did something wrong, but by clicking on the panel I could not select the new weapon
- it looks strange how the upper body follows the camera. Maybe add some more constraints and more bend the upper body instead of just turning it at the spine.
- the color tinting stuff in the loadout menu was a bit strange - the armor wasnt really colored, it looked more like an transparent overlay color instead of paint. I suppose you change the ambient or diffuse values of the material?
However, thats the things that sprang to my eye.
Oh, and regarding the animation stuff mentioned: Ask Painkiller for ent_blendpose, he can tell he some stuff which could be helpful for you. Especially regarding the blending from the spring animation. You see, using ent_blendpose you can indeed blend from EVERY possible bone pose, even procedural stuff like ragdolls, to every other pose, no matter if it was set by ent_animate or ent_bonerotate or whatever. Meaning you can very well blend from procedural animation (what I guess you use for the jumping and all that) to keyframe animation using the same system as blending between keyframe animations, and you can easily add a animation layer and -mixing system which will also make the adding of hand of body animation for shooting and stuff a) easier and b) better looking.
EDIT: Oh, and of course - apart from that its already very cool. I liked the basic framework, the characters look cool, though I noticed that some loadout configurations arent really fitting together - some armor parts stick into each other and stuff. But I liked the particle effects, the general style and Im looking forward to see this with some real levels.
Last edited by the_clown; 02/28/11 18:23.
|
|
|
|