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December 30, 2014, 11:39:10 AM
TIGSource ForumsFeedbackPlaytestingDeath to Spies 3 game (PC stealth action)
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Author Topic: Death to Spies 3 game (PC stealth action)  (Read 634 times)
Strogov
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« on: May 26, 2014, 05:38:27 AM »

Hey folks,

We have been working on our third game in series. Demo is ready and can be downloaded.
It's a stealth action game.

Can be downloaded by this link:
http://www.haggardgames.com/dload/dts3demo_setup.exe

Overall it's a social stealth with open levels, where you can change clothes, use various weapons, hide and sneak. It's like Hitman+Splinter Cell+Commandos if you understand what i mean.

We started Greenlight campaign also and hope that you can help us with votes Wink
http://steamcommunity.com/sharedfiles/filedetails/?id=262334958

Youtube video:
http://www.youtube.com/watch?v=LeYWNF2McBU

Thanks. Feedback welcome.  Screamy
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JamieSI
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« Reply #1 on: May 26, 2014, 06:41:20 AM »

Thanks for the demo release news! It has been mirrored on Strategy Informer btw - http://www.strategyinformer.com/pc/deathtospies3/demo/52859.html
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Quicksand-S
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« Reply #2 on: May 26, 2014, 09:43:59 AM »

Wow. I never thought I'd see this series pop up on a forum for indie developers.

Anyway, previous games were pretty great, from what I played. I didn't finish them, though, because I couldn't always get in the mood for that style of gameplay. I enjoy stealth and military games, but I found the DtS games more stressful than most. If I remember right, it felt like everything had to be done perfectly and that feeling pushed me away from the games even though I liked so much about them.

As far as feedback for this one, I'll likely try out the demo later. I'd say that the screenshots of DtS3 look a little off. It's strange to see unrealistic lighting in a modern game (Is it limited to one shadow per object?). I also think that the lighting, especially outdoors, looks a bit too saturated, and the characters look shiny like plastic. Those things lend an "early 2000s" look to an otherwise all right looking game.

What are the major changes you've made to the formula this time around, if any?
« Last Edit: May 26, 2014, 01:50:36 PM by Quicksand-S » Logged

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Strogov
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« Reply #3 on: May 27, 2014, 12:25:54 AM »

Thanks for the demo release news! It has been mirrored on Strategy Informer btw - http://www.strategyinformer.com/pc/deathtospies3/demo/52859.html

Thanks!
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Strogov
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« Reply #4 on: May 27, 2014, 12:35:27 AM »

Wow. I never thought I'd see this series pop up on a forum for indie developers.

As far as feedback for this one, I'll likely try out the demo later. I'd say that the screenshots of DtS3 look a little off. It's strange to see unrealistic lighting in a modern game (Is it limited to one shadow per object?). I also think that the lighting, especially outdoors, looks a bit too saturated, and the characters look shiny like plastic. Those things lend an "early 2000s" look to an otherwise all right looking game.

What are the major changes you've made to the formula this time around, if any?

Yes, we develop this as indie, without any publisher or big budgets. We are not limited by one shadow per object, but we still use only DirectX 9.0c tech, because once we started working on that, we were oriented on Xbox360. As for game complexity - it's a bit friendly now and you won't be killed by making any bad move. But i must notice, that difficulty level in the demo is somewhere between easy and normal. For hardcore fans, there will be hardcore modes Smiley


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Quicksand-S
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« Reply #5 on: May 27, 2014, 01:22:49 AM »

Yes, we develop this as indie, without any publisher or big budgets. We are not limited by one shadow per object, but we still use only DirectX 9.0c tech, because once we started working on that, we were oriented on Xbox360. As for game complexity - it's a bit friendly now and you won't be killed by making any bad move. But i must notice, that difficulty level in the demo is somewhere between easy and normal. For hardcore fans, there will be hardcore modes Smiley

Ah, I see. I suppose it makes sense to stick with DX9c rather than spend extra time and money trying to upgrade it, and risk introducing bugs. Thanks for the info. It sounds good. I'll try to remember to test the demo and get back to you.

Update:

Tech

-Everything loaded quickly and ran smoothly.
-The gamma control also seemed backward compared to most games.
-The cascaded shadow maps, even on high settings, showed a very visible line between resolutions. I would expect high settings to have that line farther into the distance.


Gameplay

-It's not a real problem, but the default controls are a bit strange. In many games, "E" would be "use" and the spacebar would be "cover" but here it's the other way around.
-The movement seems a bit sluggish. Just turning around to face the opposite direction takes about twice as long as I'd expect, and the character took a little long to stop his forward motion sometimes.
-I didn't have any problems entering or leaving cover.
-Shooting doesn't feel like it has any impact. There's no recoil, camera shake, or any sense of power. I do like the limited amount of health that enemies seem to have. Combat doesn't get irritating.
-It's a little sad that "instinct" mode is showing up in so many games these days. I wish it wasn't there.
-It was unclear how close I could get to an enemy before they'd see me. The enemies seemed quite blind unless I was standing right in front of them. Maybe instinct shows that, but I tend to think that levels should be designed in a way that it's clear which areas you're likely to be spotted in.
-When I entered the castle, it said my objective was complete but I don't think it told me my next one. That would be nice to add, so players don't have to manually check.
-I wish I could shoot while crouching. It felt really strange not to be able to at least hold my weapon while crouched.


Other

-I really like the look of the title screen.
-The floorplan of the castle seemed strange in places (really skinny hallways near the entrance, for example) and the basement area seemed almost completely wasted, gameplay-wise.
-I hope you'll be getting the English text proofread. I didn't see any big issues, just sentences that were missing "the" and "is".
-The graphics are better than I expected from the screenshots.
-I disliked some of the footstep sounds and the weapons sounded weak, but I liked the environmental sounds (ex. leaves rustling, birds singing).
-The area felt a little more cramped than I remember from the previous games, but maybe that's just the demo level.


Bugs

-A soldier took cover on the wrong side of the wall at the top of the stairs in the first area.


Overall, I think it's coming along quite well. I may play it some more later.
« Last Edit: May 27, 2014, 03:24:29 PM by Quicksand-S » Logged

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Strogov
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« Reply #6 on: May 29, 2014, 03:41:56 AM »

-The cascaded shadow maps, even on high settings, showed a very visible line between resolutions. I would expect high settings to have that line farther into the distance.

Yes. It can be increased with adding additional splices. I guess we already get used to it. Good point.


Quote
-The movement seems a bit sluggish. Just turning around to face the opposite direction takes about twice as long as I'd expect, and the character took a little long to stop his forward motion sometimes.

Well, we are talking stealth game here, not run and gun. But anyway thanks to point it out, it must be more focus tested..

Quote
-It was unclear how close I could get to an enemy before they'd see me. The enemies seemed quite blind unless I was standing right in front of them. Maybe instinct shows that, but I tend to think that levels should be designed in a way that it's clear which areas you're likely to be spotted in.

If you don't use instinct mode, the exclamation mark and scale around it that appear in the top of the screen can be helpfull with that.

Quote
-The floorplan of the castle seemed strange in places (really skinny hallways near the entrance, for example) and the basement area seemed almost completely wasted, gameplay-wise.

Basement area is used, but was cutted down for this demo.

Quote
-I hope you'll be getting the English text proofread. I didn't see any big issues, just sentences that were missing "the" and "is".

Hehe.. I thought we did, i guess not Smiley

Quote
-The area felt a little more cramped than I remember from the previous games, but maybe that's just the demo level.

We got different levels. This one is not the largest.

Quote
Overall, I think it's coming along quite well. I may play it some more later.

Thanks for your feedback and time!
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cc21
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« Reply #7 on: May 30, 2014, 12:14:43 AM »

Oh boy what's next: Call of Duty devlog?
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Strogov
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« Reply #8 on: May 30, 2014, 12:22:59 AM »

Oh boy what's next: Call of Duty devlog?

 Who, Me? Ninja
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Strogov
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« Reply #9 on: May 31, 2014, 03:57:00 AM »

Anyone else tried the demo?
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