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Please help me choose the V.F.C mission I should add as a free to play demo.


Please help me choose the V.F.C mission I should add as a free to play demo.  

5 members have voted

  1. 1. Which mission from Visitor: First Contact's Single Player mode I should add as a free to play demo?

    • Video 1 (ground and flight playthrough.)
    • Video 2 (flight playthrough.)

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  • Poll closed on 08/09/21 at 06:00 PM

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Thanks, Steve! 🙂

I'm pleasantly surprised to see that the first video is in the lead, as I was heavily leaning towards the same one.

But, I've had people tell me that the second one is just as fun, because it's short and action packed. They also enjoyed the flight controls.

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  • 2 weeks later...

So, you install the game, you run the Visitors Demo.exe from the Desktop and it crashes right away, or what exactly is happening? Is it crashing right away, or not starting at all?

Can you at least see a small splash screen right when you start the executable?

What Windows and are you using? Is it 64 bit? 

Maybe try re-installing?

Sorry you're having trouble.

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I read that. I understand that it exists; however, you are using Windows 7, and I don't think that the directory structure is found by getUserHomeDirectory(); or if it does, it's different than Windows 10. I've only tested it with Win 10.

The game is looking for the client set preferences to start. That's why the sudden exit.

The zip file I linked above should work. Sorry if I wasn't clear about what I meant. 🙂

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Ok it worked now and I played through the first mission, though it was hard to finish.

The game initially looked professionally made, but once inside the game the first really annoying thing was the shoulder cam where the player was on the left, while games usually put the player on the right, this was really hard to get used to.

Next issue was that the mouse sensitiviy was far too high to play conveniently and before you say you can lower it, yes, but there seems to be a hughe discrepancy about the mouse sensitivy in the menu and ingame, even after having lowerd it to the almost lowest possible it was still kind of high.

I missed the ability to go first person, though maybe the game is supposed to be third person only, however, the zoom ability is also very inconvenient, since in many cases it does not make sense to play the game unzoomed, so I would also go shoulder cam, then press y to zoom further, which is a very inconvenient key combination, especially that you need to do it every time again after you respawned. In my game I solved it that way, that there is an iron sight mode, where you cannot sprint and would take some time to get into and  zoom, so people would not use it all the time and there is a purpose for both modes, but when there are no downsides to the zoomed mode, a pro gamer would always use it.

Also jumping was very pathetic, you would hardly get over any obstacle with it.

Slight bug while doing a dodge roll, where the damage indicator would flash.

Now regarding the gameplay, first it was a bit hard to figure out what to do and I was constantly out of ammo, then I figured where to find ammo and how to use it more efficiently, however I was still out of ammo a lot. The AI is kind of sometimes good sometimes bad, sometimes my team would die right away, sometimes it would wreck the whole team without any casualties.

Ground combat is hard and it seems to be impossible to aim correctly since it seems that the velocity of the player gets added to the projectile, which should not be the case for modern guns, since when you are moving the shot will not go where the crosshair is aiming and it is very hard to predict, so the only way to aim accurately is standing still, where you will get hit instantly, this is kind of very important that you remove this.

Then going to the air combat, well it feels a bit weird that the aircraft has very little visual and audio feedback on what it is doing, like no special sound effects for the engines or particle effects for boosting, it just feels slow all the time, no sense of speed or handling also kind of hard to hit things with it. The enemies were kind of boring, since most would just stand there and I would just have to click them away, which sometimes took long, because of complicated aiming or high hitpoints. The enemies that could shoot never managed to hit me.

Then the part for clearing the bases, I was out of ammo even more, especially since the enemies kept respawning in infinite numbers and even after having figured out the ammo spawns, ammo was still low all the time and capturing the points took very long.

The longest time it took me to find the dragon, I was running around the whole map multiple times, then finally the cutscene started and the boss fight was almost nice, but still the constant out of ammo problem and little idea where and how to hit the dragon, but finally I made it through.

Game is kind of okay, except the issues I listed, I would advise at least getting the shoulder cam and zooming optimized or removed and lower the mouse sensitivity.

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I've heard it from other people, as well, that playing it through the first time was quite difficult.

It gets easier once you play it through the second or third time and know what to do.

There is even a star awarded to the player (bronze, silver, gold), if the player finishes the mission quickly and saves most of his AI teammates.

The TAB key is for first person view. Right mouse button for iron sights.

Z for zoom.

Vaulting is meant for jumping over obstacles, not jumping.

Dodge roll is meant to cause very small damage if you hit walls, obstacles, or you trip. Just like in real life.

I use the rocket launcher to clear areas of multiple enemies.

I hide, crouch, and roll to avoid being hit by the enemies.

The controls for the vehicles and player can be seen in Options->Input->Show.

At the moment, only mouse and keyboard is fully supported. Gamepad is only partially supported (not recommended.)

Great feedback. Thanks very much for playing it all the way to the end.


Edited by LoLJester
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Well it is important to have good default settings and that it is clear what to do from the start, telling people it is somewhere hidden in the options does not help, most people just play a few minutes and then form their opinion, I had countless of comments on my game complaining about trivial issues just because it was not set how they wanted it by default, they could not figure out that you can just set everything in the options how you want and even if not, mod the source, which sounds hard, but it is not.

Most modern games include the tutorial into the first mission, so you are doing the tutorial, without being aware of it.

All this third person, shoulder camera, zoom, first person, iron sights, is too complicated, I simply have first person and iron sights, the same in third person, the additional zoom function is counter productive, since as said, a pro gamer would use it most of the time since it increases accuracy in aiming, but to get it you always have to press Z, which is annoying, while pressing right mouse or so to iron sight is quite convenient. You have to decide what mode your game is supposed to be played out primarily and set that by default, I would set it to first person.

I did not get how vaulting or dodge roll works, I just activated it a few time accidentally and noticed damage indicator flashing, but no damage was done to me.

I did not managet to get any medal, since I was stuck at some places not knowing what to do so I walked around a lot, this should not happen and I'm quite an experienced gamer, the worst part of this was, that if you don't make it at first attempt the enemies will respawn in infinite numbers, making all your progress void making it very annoying, especially if you are stuck with no ammo constantly, try implenting a weak melee weapon if possible that has infinite uses like a knife.

You did not comment on the bullet physics where the player momentum gets added to the bullets making it almost impossible to accurately aim, that really needs to be removed, I mean you have a crosshair that gets bigger while you move, so I think it is supposed to reduce accuracy while moving, which is fine, but in your implementation it is not that relevant considering the other effect I just described.

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Your feedback is greatly appreciated.

The purpose of the demo is to gather information on how to make the game more fun for experienced and not so experienced gamers alike.

I'm trying to make the gameplay unique to my game, while also listening what others are suggesting. So, I'll see if modifying anything about how projectiles work at the moment is something that I want to do in the final game, as I have no problem aiming and hitting a target. Maybe I just don't understand what you're suggesting. A short video may help me see how you shoot at enemies.

The demo mission was supposed to be the tutorial mission. A new tutorial mission will be added to the final version of the game, or maybe sooner. From the feedback I've received, I now know that there should have been a much easier mission used as a tutorial on how to play the game. After working for so many years on the game, for me, the demo mission is not that difficult to complete; so, I thought that would be the case for everyone else. I was actually worried that it might be too easy and people would find it too boring.

All the settings are set to default. I will do some minor adjustments though, such as an automatic Autodetect quality operation when the game is played for the first time.

Other info, such as finding how the controls work, is a matter of just navigating the options menu.

CTRL+W,A,D for forward, left, and right dodge roll. There's very minimal damage when rolling and hitting a wall or obstacle, like 0.3%. It's not noticeable on the health meter, unless you keep hitting walls while rolling. But the on-screen damage indicator will let the client know that there's been damage applied.

Vaulting works by moving the player very close to an obstacle and then press the Space bar. There are no objects in the demo mission you can vault over. They are in the other missions of the game.

The capture points are energy powered beacons/antennas used as control points for nearby teleports. The color of the beacon indicates which faction is allowed to come through those teleports. So, the enemies will keep coming through until the beacon is captured.

I will probably have to make enemies drop more ammo or health when they die.

Weapon melee is already implemented and is in the demo. Just implemented the knife melee as well (not in the demo or the current version of the game.)

When it comes to camera views, every client has his/her preference. That's why I added every possible camera view I could think of. I like the third person camera view as default. If you like first person, just press TAB and all the mouse controls now apply to first person only.

Edited by LoLJester
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I noticed it, because I experienced a similar issue with the projectiles. I looked it up and it is called "velInheritFactor" in "datablock ProjectileData" of the weapon, it should be set to 0 otherwise the velocity of the player will be inherited by the projectile, meaning if you strafe right for example the projectiles will hit right to the crosshair, meaning you can no longer aim with the crosshair. It is especially relevant with slow projectiles like you have, since it will not be that noticeable with fast projectiles, but still will make the aiming wrong.

Velocity inherit factor is for things like throwing objects or ball games, where you can add your player momentum to the projectile, but for ballistic highspeed weapons or laser weapons it is absurd.

Regarding the camera, it is not about what I or you like as preference, but from a gameplay perspective, already having third and first person may destroy the balance of your game, as third person gives you a field of view advantage, so a pro gamer will use almost exclusively third person just for this reason, even if he does not like it. In your case having a zoom is like that, I felt at a disadvantage for not using the zoom, so I zoomed almost all the game, but it is not purpose of a game, to play it all in zoom mode, it is absurd as well.

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I think having a voice actor for the mission briefing would greatly increase the quality of the game, it felt kind of weird everything being so silent, probably hard to decide since a bad voice actor may make it worse. Also overall sound effects are kind of poor, like some things were missing sound effects like the fighter not having engine sounds when boosting, it does not really feel that it is going fast. Most people underestimate sound effects in games, if you played my game you may have noticed almost every level having some ambience sounds for example.

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I agree, sound effects and music are very important in games.

I added many sound effects in the demo and the game. Music even changes based on the mood of the situation.

There is also ambient sound in the background. Lower the music and you'll hear it. Outside, it's a low rumble with lava sound effects, and inside the cave and hangars, there are cave and hangar ambient sounds.

I put a lot of effort to add as many sound effects and music as possible. I will add the boost sound effect later.

Voice actor is something that I've considered. There are AI voice actors on the web that I might use. You just type in the text and, based on the type of voice you selected, the text will be played back to you. And is also very cheap to go this route.

Edited by LoLJester
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