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Duion

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  1. AI voice sounds like a good solution, since professional voice actors are probably costly and doing it yourself, well may look very amateurish. Actually there are sites like Fiverr where you can hire freelancers you can just browse and chose someone you like, some are cheap like 20 dollars for the job, others maybe take 100, then some take 500, so you can just pick one.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. I think I use such a function as well for my game, maybe create a fallback function to a default local prefs or so if others encounter this problem as well, or change the main function for it.
  7. Installed normaly, then launched, spash screen shows and then nothing. Windows 7 64 bit.
  8. It is there, it was not the reason it did not launch, I just noticed it as an additional possible issue.
  9. Demo does not launch, does not produce a console.log or similar so no idea why. Also the game settings folder standard is to be in user/documents/my games/* yours is in user/documents/* but many other games do also not obey this standard.
  10. It is not that important I just wonder if that is fixed already, so I don't have to bother with it, normally I would just upgrade my game to the latest engine version to get the fixes, but that is not possible now, since there are no more releases.
  11. I wrote in my post that installing the dev version of the lib solved it.
  12. It happened from time to time that people reported me that on Linux they had no sound because "OpenAL not found" failed to be detected. After a distribution upgrade I had the same issue, it was very mysterious, because I had openAL installed, after trying random things I installed also the "openal-soft-devel" library and suddenly the problem was solved, the game would detect openAL and sound would work. Now my question is: Why is that so? Someone said that when running the executable it does not list requiring OpenAL at all. I'm using the "old" aka the current version of the engine, but I wonder if anyone had encountered similar issues and/or has fixed it already.
  13. The camera in third person games, on foot or vehicle is usually always locked behind the player or car by default, what you want is a a vanity view that can be activated in third person on foot by pressinng "v" so you can freely move the camera, the problem here is that it does not seem to work when being in a vehicle, since the vehicle weirdly uses the mouse look for steering, so that would need to be changed.
  14. The first has more variation and the purpose of a demo is to give people a short demonstration what they can expect from the game, so if the entire demo is one aicraft mission they think it is a dogfight game.
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