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1076119 Posts in 44164 Topics- by 36130 Members - Latest Member: D3CENT

December 30, 2014, 11:39:02 AM
TIGSource ForumsFeedbackPlaytestingDangerZone - Action Browser MMO
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Author Topic: DangerZone - Action Browser MMO  (Read 368 times)
driftwood
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« on: May 21, 2014, 06:46:29 AM »

This is alpha - I still need to complete the shooting aspect, aswell as add in a variety of smaller enemies.

However the networking (upto 50 online players) and collision detection should be spot on now.

Please let me know what you think.  ATM it is only fun if there are quite a few users playing  - so maybe invite a friend.  Thank you for your time! Gentleman


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driftwood
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« Reply #1 on: May 21, 2014, 10:33:03 AM »

No replies!? Have I done something wrong Sad
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darklight
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« Reply #2 on: May 21, 2014, 04:15:08 PM »

Cant play right now because I'm at work, but looks interesting.  Is it a straight up shooter, or is there any gameplay other than shooting?  What is the big plane all about?  You haven't really given much information, apart from the link...
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driftwood
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« Reply #3 on: May 22, 2014, 06:05:56 AM »

Cant play right now because I'm at work, but looks interesting.  Is it a straight up shooter, or is there any gameplay other than shooting?  What is the big plane all about?  You haven't really given much information, apart from the link...


At the moment you need to dodge the big planes, however I can easily update it so you need to protect one- which I think is a good idea as it would add a further dimension to the game. Turning into an escort type mission.  Any ideas regarding this approach are appreciated. Hand Joystick

I will probably concentrate on getting shooting working first though.

PvP is enabled however so dont crash into the other players! (server choice dependant).


Let me know what you think - I have yet to receive *any* feedback! Shrug

Thanks again  Wink
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Ohmnivore
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« Reply #4 on: May 22, 2014, 04:29:29 PM »

Wow, pretty neat! I'm making an online game myself, and in my experience writing the networking stuff is like the biggest part of the work. Congrats on finishing that!

Just some objective feedback here:
1) Sprites have jagged black edges, and the player's sprite has a black artifact in the lower left part of the animation.
2) Movement is laggy. It feels like the player is moving in steps rather than flying, I think it definitely needs to be more fluid.
3) Clouds don't really look like clouds.
5) Gameplay gets boring after a couple of replays. I'm not the type of guy to invest a lot of time into endless runners, but you definitely need some more variety. When I played nobody was on, but I guess PvP interaction will be pretty cool.

I know this is alpha and that you probably noticed all of these issues and are working on them. Just giving feedback.
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Ohmnivore
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« Reply #5 on: May 22, 2014, 04:30:57 PM »

Also you have a very cool art direction, feels metal sluggish. Don't be afraid to make it even more crazy if you wish. Also noticed the player usernames in the screenshot. Lol, balldeep and dickwad...
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Quicksand-S
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« Reply #6 on: May 22, 2014, 04:51:48 PM »

Ohmnivore already mentioned the laggy movement, clouds and boring gameplay I was going to bring up. I agree that it needs a lot more variety and/or complexity in the gameplay.

I like the art style, but generally hate the look of stretched pixels (especially when there are other sprites that are not stretched).

I died twice in the tutorial section without seeing what was happening. The first death seemed to happen even before my plane spawned. When I did get to play, I wasn't sure if I was controlling the plane or not because the motion was so delayed.

It seems almost like every motion is going through the server. Is that right? I'm not an expert on multiplayer coding, but I'd think it might be a good idea to do some things client-side. I'd probably handle all movement for each player client-side and then send the new positions to every other player through the server, so the only lag experienced would be from a high ping to the server, rather than having laggy controls for each player.
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bgund001
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« Reply #7 on: May 23, 2014, 08:17:48 AM »

Loved the art style and music. There is definitely a bug with the tutorial. It'll stay on the tutorial while the game runs and I assume you die and the high score screen comes up. This will happen 2 or 3 times before actually getting in the game. I'll just echo the feedback already given.

Movement does feel laggy but since the movement is done by following a mouse cursor instead of direct input I think you can get away with not having client side prediction. Just smooth out the positions you get from the server.

Also I'm sure you're already working on it but the easy to use controls lends itself well to mobile touchscreens.
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