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Robson
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« Reply #15 on: August 19, 2008, 11:50:44 AM » |
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After extensive testing I can reveal the system requirements:
I laughed out loud, but honestly I didn't find that Crysis performed that poorly on my mid-range computer. There's a game called Crysis? They stole my idea of changing an 'I' to a 'Y'! I'm going to sue. A group of brave Korean archeologists have discovered alien activity on a beautiful Chinese island, but were taken hostage by cowardly and pathetic American soldiers. Can you make the American soldiers act like typical FPS players? Save, reload, save, reload, Haha! I could make them come back to life after they've been killed... but that sounds a bit too much like a zombie horror game 
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Robson
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« Reply #16 on: August 21, 2008, 01:47:47 PM » |
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The cut-scene engine and game engine are done  2,500 lines of code! Now I'm going to start on the content: missions and cut-scenes. I think the game will begin with something exciting. Perhaps the main character is going to parachute down to the island, but his parachute gets destroyed and he's falling rapidly towards the ground! That'll be cool. Nobody has done that before.
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Robson
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« Reply #17 on: August 29, 2008, 01:11:39 PM » |
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Dysaster is finished  The game will have one chapter, which is 6 areas and about 5 minutes of cutscenes. If people like the game, I'll make more chapters after the competition. I'm going to use Saturday for adding nice little extra stuff, then release the game on Sunday. Good luck to everyone getting their games finished. I'll be happy when the competition is over, because I'll be able to play them all 
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TheMeatyBall
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« Reply #18 on: August 30, 2008, 02:54:49 AM » |
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Want this NOW! 
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increpare
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« Reply #19 on: August 30, 2008, 11:40:21 AM » |
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Good luck to everyone getting their games finished. I'll be happy when the competition is over, because I'll be able to play them all  Not going to be over for another week now
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Robson
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« Reply #20 on: August 30, 2008, 01:36:19 PM » |
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Good luck to everyone getting their games finished. I'll be happy when the competition is over, because I'll be able to play them all  Not going to be over for another week now Oh! That was unexpected. At least I can continue with adding little features and maybe I'll do chapter 2 as well. Want this NOW!  Sorry MeatyBall!
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Robson
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« Reply #22 on: August 31, 2008, 09:22:17 AM » |
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There's Chinese guys in that photo?  Oh! There they are! Wow, I could hardly see them with that camoflauge. One member of Team Dragon wears blue 
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Robson
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« Reply #23 on: September 07, 2008, 03:07:39 PM » |
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Dysaster is finished!  Download link is in the first post. It's been a lot of fun making the game, so I hope you guys enjoy it as well.
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Noyb
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« Reply #24 on: September 07, 2008, 05:21:04 PM » |
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Made it up to chapter 2. Very nice job capturing the emergent gameplay. Haven't used the sniper much yet, but it's so much fun pushing exploding barrels next to buildings to catch enemies unaware, or using the blue gun to knock down walls. Losing your ammo between levels was odd at first, but then again it allows you to make each level standalone, and encourages use of different tactics. I tried Ramboing that Florida-shaped level in the first chapter, then a stealth approach, then just swimming across the lake and punching out the two guards clever enough to swim to me. :D
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muku
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« Reply #25 on: September 08, 2008, 05:41:41 AM » |
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Is it intentional that the intro text scrolls by so far that I can hardly read it?
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Robson
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« Reply #26 on: September 08, 2008, 06:47:12 AM » |
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Is it intentional that the intro text scrolls by so far that I can hardly read it?
Sorry if it's a bit fast. I've had people say it's too slow and other people say it's too fast! If you open the settings.ini file in a text editor, there's a setting called cutscene_speed. You can change that to suit your reading speed. Everything should be fine then 
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Bezzy
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« Reply #27 on: September 08, 2008, 07:59:08 AM » |
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Dude, this is pretty cool! I like how strength/pushing worked out. I sorta wish that there was an auto-switch when you run out of ammo. Also if everyone's bullets were slower, combat might be less of a button mash. Shift should be renamed "ironsights"  . Sorry, I am super tired so my comments right now aren't the best or most useful. I liked it though.
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Robson
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« Reply #28 on: September 08, 2008, 11:35:30 AM » |
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Made it up to chapter 2. Very nice job capturing the emergent gameplay. Haven't used the sniper much yet, but it's so much fun pushing exploding barrels next to buildings to catch enemies unaware, or using the blue gun to knock down walls. Losing your ammo between levels was odd at first, but then again it allows you to make each level standalone, and encourages use of different tactics. I tried Ramboing that Florida-shaped level in the first chapter, then a stealth approach, then just swimming across the lake and punching out the two guards clever enough to swim to me. :D
Thanks Noyb  It's great to hear that you're using different approaches. Losing ammo was a tough decision to make. I decided to reset it each time, for exactly the reasons you mentioned. The Florida-shape was a complete accident! Dude, this is pretty cool! I like how strength/pushing worked out. I sorta wish that there was an auto-switch when you run out of ammo. Also if everyone's bullets were slower, combat might be less of a button mash. Shift should be renamed "ironsights"  . Sorry, I am super tired so my comments right now aren't the best or most useful. I liked it though. Cheers Bezzy  Auto-switching to usable weapons and making the bullets slower are great ideas. I'll give them a try and see how it plays. Off in the distant future I'm planning to add more features/maps/cutscenes, so suggestions like this are really useful to me.
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Slash - Santiago Zapata
The White Knight
Level 4
Slashware Interactive
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« Reply #29 on: September 14, 2008, 06:37:54 PM » |
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damn you for your awesomeness, I wish the cutscenes could go a bit slower, it is unreadable (at least here in my computer)
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