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1076103 Posts in 44164 Topics- by 36129 Members - Latest Member: UmmagummaGames

December 30, 2014, 10:51:40 AM
TIGSource ForumsFeedbackPlaytestingFirst Person RPG
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Author Topic: First Person RPG  (Read 3632 times)
poe
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« on: August 15, 2011, 01:06:15 PM »

[/size]

Hello all, I want to ask you how I am doing in the direction of my game! First things first, download and play it. I don't want you to have any prior information before trying it(Well maybe gander at the screens...)

Screens:
http://imgur.com/a/qwBYD#FrT7L

Now please fill this out honestly and proceed reading:
Quote
1. How natural did the gameplay flow?
2. What did you find fun or interesting? Frustrating?
3. Did the instructions in game help or did you ultimately have to look up everything in the thread?
4. As for graphics, everything is more or less up in the air, any suggestions on a style?
5. Would you pay for a game like this? How much? (Assume there is a lot more content)
6. Overall thoughts/comments?

Help for those who can't figure it out:
Move with WAD.
Lockpick by using WASD and X when you hear that repeated beeping.
Right click something in your inventory to drop it.
Left click two items, then anywhere on the item strip to craft items together.
Hit enter to wait a turn(To get the first strike on enemies, later to heal/recharge mana)
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leonelc29
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« Reply #1 on: August 16, 2011, 01:17:26 AM »

well...i don't even know how to lock pick.
it said : Lockpick by using WASD and X when you hear that repeated beeping.
when i suppose to press X? i doesn't seems to hear any "beeping" other than "tik" and "tok". maybe having some visual hint or better explanation?
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Endurion
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« Reply #2 on: August 16, 2011, 06:31:52 AM »

Hmm, interesting concept.

As Leonelc said, you need a bit more feedback on picking a lock. It feels like you're moving in a tiny rectangle and need to find the correct spot by listening.

I got that on the second door. It was opening and I stepped forward probably too early:


___________________________________________
ERROR in
action number 1
of Destroy Event
for object o_doorparent:

In script scr_remove:
Error in code at line 6:
   if global.inv=item{
             ^
at position 12: Unknown variable inv or array index out of bounds


Overall the game feels a bit too slow, move and turn faster. Also, I'd prefer to pick up items from the 3d view instead of the list on top.

All in all, promising!
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kidchameleon
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« Reply #3 on: August 16, 2011, 09:31:59 AM »

Ok so it kind of felt like I was floating, like the footsteps didn't suit, perhaps a view bob would be nice. Some moody music will help. Onscreen instructions are needed, I couldn't pick any lock even after returning to the thread for help!
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poe
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« Reply #4 on: August 16, 2011, 09:38:47 AM »

Thanks for the help guys, so far no one has been lock picking well, so I'll simplify it! I'll be sure to speed up movement and find some new sounds, too Smiley This really helps!
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sublinimal
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« Reply #5 on: August 16, 2011, 10:56:42 AM »

Since you have a cursor, it'd make sense to be able to pick up items by clicking. It was intuitive for me to try first clicking on the table, then dragging the lockpicks to my inventory, and I was briefly confused why neither worked. The way you click on the inventory to pick up items into the inventory seemed kind of weird at first, but it quickly started becoming a routine. It's probably enough to put a reminder for this at the first pick-up area, assuming this isn't just some placeholder solution for the inventory.

I actually got a hang of the lockpicking quickly. But I understand why it can be disorienting, visual cues are stronger than audio.

Also, the blur! It looks ugly with low-res graphics, you can't afford to lose any of the little detail you have. You should disable smooth scaling, I'm sure it'll look alright since the resolution is adequate. (It should also subtly boost the performance, although that's not a problem here, rather the walking speed of the character.)
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poe
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« Reply #6 on: August 16, 2011, 12:58:19 PM »

I actually don't know the math behind trying to get the 3D mouse position, so I can't make the inventory work like that, but I'm going to try Wink

Yeah I'll disable the blur effect.
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joedev
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« Reply #7 on: August 17, 2011, 07:18:26 AM »

Picking the first lock, I got this error.

___________________________________________
ERROR in
action number 1
of Destroy Event
for object o_lockpickgame:

In script scr_remove:
Error in code at line 6:
   if global.inv/[i/]=item{
             ^
at position 12: Unknown variable inv or array index out of bounds

I would also vote for removing the blur.

Would I pay for it?

No, not is it's current state. The sounds effects sounded very rough and disconnected from the environment. Also, it was not very visually stimulating. This type of game can work and can be successful, but it needs to feel right. Here is an example of game that has the same basic system that you are going for that I would be more than willing to pay for. http://forums.tigsource.com/index.php?topic=9770.0 You should definitely give it a try. You shouldn't give up though, it just needs some polish. Right now it seems that everything is a little rough. Also a note, the control scheme bothered me a little. it would be nice if W allowed you to go backwards and if there were ways to strafe (move left or right without looking that direction)
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poe
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« Reply #8 on: August 18, 2011, 11:43:57 AM »

Nice and crisp, and redid some graphics.

Is it helping or no?

I also redid the inventory and action bar, the improvements should be good when I update Smiley
Still working on making lockpicking easier, though.
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poe
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« Reply #9 on: August 20, 2011, 12:24:22 PM »

Changes:
~Changed crafting
~Made an objectives list
~Changed sound effects for steam and walking
~Changed steam graphics
~Items stack(infinitely for now)

To be completed before I update for more feedback:
~Loot for monsters to drop
~Chests/containers
~Weapons/Armor
~A working dungeon


I'm thinking of two game modes for this game.
Story - Basically a linear dungeon crawl experience, good fun and carefully crafted to be challenging and cool. (Support custom campaigns maybe?)

Arcade - Procedurally generated floor after floor. See how far you can get, highscores too.

Achievements might be added also, like completing story mode, and getting to various floors in arcade.

But for now, CHESTS!

EDIT:
Marked progress
« Last Edit: August 21, 2011, 03:53:24 PM by poe » Logged
poe
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« Reply #10 on: August 25, 2011, 04:39:44 PM »

I have to make the dungeon still, but I finished a lot of content-y stuff. There's only a few graphics I didn't make, too. So the game will have it's own feel(but it may not be pretty).

In a few days I will update, I just want to get in(from hardest to easiest):
That darn dungeon!
An auto updater(I hope this will attract some people to bothering playing my game)
More enemies (2 to go)
More items (6 5 4 to go)
Game over
Leveling

Note: I accidentally hit quote the first time and didn't notice so I bumped this topic... I've been using this checklist to mark progress personally, I'm not that obnoxious... don't bother reading this yet, just check out the great projects below my topic!
« Last Edit: August 29, 2011, 12:04:47 PM by poe » Logged
JWK5
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« Reply #11 on: August 31, 2011, 09:16:07 AM »

I like that new crisp look better, the blurred look I think kills a lot of the mood. Most of the complaints I would have are the same that have already been mentioned so I wont bother with that.

I would recommend taking out the cursor altogether and focus on the keyboard keys for interactivity. Situations where you have the player selecting from his inventory an item to use (such as the lock pick for the cell door) you could have a cycle-able list pop up on screen that the player could navigate with the directional keys (or WASD) and select with space or whatever. It'd probably be easier to implement and simpler for the player to make use of.



Other than that, the game is looking pretty neat. I couldn't get very far (due to the lock pick usage issue) but I liked the potential of what I saw and I will definitely be keeping tabs on it.
« Last Edit: August 31, 2011, 10:02:52 AM by JWK5 » Logged
poe
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« Reply #12 on: August 31, 2011, 10:09:32 AM »

Thanks! I think I made things a bit nicer and clearer in time for the next demo which will be coming out soon, and if that isn't the case, then I will try your suggestion which looks cool Smiley
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Theorized
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« Reply #13 on: August 31, 2011, 05:23:02 PM »

Wow, those graphics are weird because part of it looks high res but part of it is blurry.
Windows 95 maze anyone?
http://www.youtube.com/watch?v=T260UBgmxKg


http://www.bestindiegame.com
^ My site, pm me with feedback please?
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poe
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« Reply #14 on: September 05, 2011, 03:59:15 PM »

Just a small update, adding outlines to things, not exactly cel-shading but I guess we can call it that for simplicity Smiley

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RichMakeGame!
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« Reply #15 on: September 06, 2011, 04:43:13 AM »

i love the unfiltered texture look- I'm not sold on the outlines yet, but maybe it's just the scene you're showing. have you considered tinting the outlines a darker shade of the object colour?
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Pineapple Smash Crew
http://forums.tigsource.com/index.php?topic=20362.0
testers requested: will do playtest swap if you need yours tested, PM
www.richmakegame.com
kamac
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« Reply #16 on: September 06, 2011, 04:55:14 AM »

Nice. Style looks sweet!

Too bad people never say what was it made in... I'm curious  Tongue
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Nothing to do here
poe
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« Reply #17 on: September 06, 2011, 11:04:36 AM »

Nice. Style looks sweet!

Too bad people never say what was it made in... I'm curious  Tongue
Game Maker.

As for showing more screens and tinting it different colors... let me get some samples :D
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poe
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« Reply #18 on: September 13, 2011, 03:38:40 PM »

Still need to get those samples.. but anyways a new screen!



I added outlining to the chest Smiley
So that means just about everything is outlined now!

Getting to the point of trying to make unique monsters :/
I'll be removing the skeletons probably, too used.
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