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Duion

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Everything posted by Duion

  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.
  15. I don't know a solution, but I wonder where you got the video from then. In the vehicle code files I cannot find anything related to camera type, so maybe it was modified.
  16. It was just the only obvious flaw I noticed in the trailer, maybe a non developer will not notice it, but I did immediately.
  17. Looks really professional, only issue I found was the aggressive LOD popping in the scene that starts at 28 seconds, that should be fixed. Try to increase the LOD distance and try to get the fizzle fade method working properly then it should be fine.
  18. Do the tracks appear behind the tank when he is driving? You could at least give the tank an olive color, you can do that instantly in the material editor in Torque3D. The Insane bump plugin is not the best normal map generator, consider trying a proper one.
  19. Maybe you can be more specific, it would increase your chance of finding what you need.
  20. It is not worrying, my idea behind is that you release on a Steam sale when more people visit the store and ideally give some discount so it shows up on the sale. I just wanted to notify you on the upcomming Steam sale, because you may want to reschedule your release to either starting at the Steam sale or to some other date. I cannot give you a guarantee on anything, I'm just guessing. Early Access or not does not matter that much, it is probably an advantage since you get some visibility on Early Access launch and maybe on full Release later on as well. Better do some research yourself into that topic as well, when and how to release your game the best way, the release is crucial.
  21. Good luck, but consider times are hard on Steam now, so the release phase is important. A little idea from me would be to advance the release onto the begin of the Steam Sale which starts at June 23th according to whenisthenextsteamsale.com maybe that will help with visibility a bit, but I don't really know for sure.
  22. Looks good, but what is it for? Are those things animated 3D models or did you somehow make it with ingame editor features?
  23. To answer your question no you cannot use Torque3D without programming skills. However I know that you are a spammer that I exposed last time, but the people did not get it and instead punished me for not being nice to you spammer, so I will not report you this time, so you are fine to attempt whatever great trick you will come up now, which will probably be the same trick you tried last time, but since the people here have no memory I'm pretty confident it will work again.
  24. So you really wanted me to open another topic for my "off topic" replies in the thread "Torque3D Game Jam" that is not a problem for me. I noticed I forgot to tell my main reason I think game jams are "not very productive", this is based on my personal experience in taking part in game jams, which I did several times. I did also take part in several Torque3D related game jams or game jam like happenings, one was when I was in the steering committee and we set up a plan and organize who does what and my compartment was doing art, so we set up different tasks and waited for people to apply, of course nobody applied, one partly applied, but ran away later. So I had a bad conscience and I wanted to help out and do something, not something too work intensive like making a new player character, but something relatively easy, so I picked making new default terrain textures and terrains. Ironically immediately people jumped up and claimed they want to do terrains also and complained to me how I dare to just do terrains, but of course nobody did anything, so I continued making them. After a few days of work and experimenting I was done with my first prototype, one set of terrain textures according to the latest standards with base layer, macro layer, detail layer, normal map and parallax map layer in the correct file format and extremely small in disk space usage, since that was a requirement, to not overload the github repository with more useless binary file garbage, so I managed to put that all into like 4 MB file zipped, which I was proud of, because the efficiency. So I had a set of terrain textures and two terrains done and submitted them, then we agreed to not release art assets into the repo, but to release it on Opengameart, which I then did under CC-BY license. Of course it was ignored, later some told me that they were not sure, if they could use it and had problems with the license and how to use it, so I made everything CC0, but still nobody cared. And this was just one incident, which was already pretty demotivating. One other incident was one with Daniel Buckmaster where I started making some prototypes, because he wanted to take part in a game jam, but later bailed out, so I was again left on the shelf with my work that is now left unused. Then there were two or more incidents with J0linar in this forum, where he claimed to do several projects for which I did some work as well, but later he also bailed out and I was again left with my work wasted, he at least produced something as well or at least tried, I saw it, but in the end it was all for nothing. Those were just the Torque related one, there were more before in my life and maybe some slightly Torque related. However what 100% of those game jam like incidents had in common, that the other people bailed out, I was left with my work unused and nothing has been accomplished. I can go in detail more about the other incidents, but I think a few examples should be enough to show you why I come to the conclusions I have come. Another big problem with game jams is obviously you don't have much time, so it is almost impossible to make a game in a few days or whatever the time limit is, so ideally you have to team up with people, but as almost all people are unreliable and have poor discipline it is almost certain that they or at least someone will bail out and potentially destroy the whole project, since the time limit is strict and one person jumping out is often enough to throw over the whole time schedule and destroy the project. Apart from my own experience I also observed others and they also almost 100% failed in their untertakings and I did analyse why that is. I even found out why those people failed and I tried to inform them, but they mostly called me "negative" ran away or even pretended they were the true game developers, even though they never produced anything and I was not a real game developer, becuase of the things that I produced for real were somehow not good enough in their opinion, even though they had no portfolio for the most part to prove that they had any talent or skill in anything. And now people want to tell me I'm somehow not constructive when telling people that their undertakings are doomed to fail, even though I know how to make it potentially succeed. I watched countless people fail at that and I even failed myself and I know that people will keep to fail, if they refuse to see the reality of things, or at least admit that they failed instead of bailing out, running away and never be seen again. If that is not enough data to be statistically relevant, I had countless people contacting me telling me their "great" plans and how they want to help out and do this or that, guess what the result was in almost 100% of the cases? Of couse they all bailed out and never produced anything and the few where that was not the case were like, they produced something, threw it on me, then I said something "negative" and then they bailed out, leaving me with almost as much work to do I would have had, if I had done everything by myself to begin with. I really should have counted those incidents, because it is already a statistically relevant number, but not that related to game jams, are game jams are certainly one side of the problem. The game james itself are probably not the biggest problem, it is more the people who do them or pretend to do them and/or like them or pretend to like them. Most of those people only produce primitive hipster ripoff games and they think that this is somehow creative, if they make things intentionally bad and primitive. However the biggest problem are probably those people bailing out all the time, I mean if those people would at least stick to their sometimes less intelligent untertakings, they would at least get something done, learn from their failures and be better next time. The best thing of course is to succeed, but it is also okay to fail, but then you should take credit for it, because it is not okay to just bail out, run away and pretend nothing ever happened, since this is one of the least productive things you can do. To bring it back more onto Torque3D, of course our "community" faces the same problem, almost nothing ever gets done, of those few people getting something done, most are those who just do it themselves and don't interact much with the "community". Game jams are kind of a hype train people pretend to do to be cool, to socially fit in like "look I'm a developer also" it is not very productive in itself. Some people claim "gameplay and innovation are so much more important than graphics and technological progress", but I disagree with that "gameplay" and "innovation" are mostly subjective, but graphics and technological progress is mostly objectiv and measureable. In most games you can just run around, jump, duck, shoot, interact and thats it for the most part, there is not much innovation going on and if someone invents one new mechanic in addition, they claimed they somehow invented something great, even though they do worse in all other aspects. The mentality of game james need to be changed, I mean it is okay to have them as a social event, but having game jams is not very practival, especially not with Torque3D, especially not, since it is broken since development began on Torque3D version 4, so we would need a working engine first to even think about game jams. Yes for an insider who has many years of experience with Torque3D having a broken engine and template is not going to be that much of an issue, but it will almost certainly doom any newcomer to failure. Finally you have to consider if you have enough qualified people taking part and then consider if you have a large enough audience to view the projects and eventually rate them, qualified people we have a handful, but audience we have almost none, so that would need to be figured out first. Game jams are also kind of a promotional tools of big game engine companies, they make competitions for their user base and the best will get a prize, will get free promotion, which then eventually leads to a job and/or money. The problem we have is, we only have a handfull of developers, no significant audience, no company behind it that could offer your projects additional visibility and for certain no moneytary benefits or a potential career offer. Sure there are small communities who just do game jams for "fun" and to praise each other, but that does not lead them anywhere and is kind of pointless. I hope I made enough arguments why I think game jams are not that good or at least need to be changed or at least other conditions need to be improved first, I have more, but I'm kind of tired now.
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