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TIGSource ForumsDeveloperPlaytestingHope's Fate - 3D Flying Journey-esque game
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Author Topic: Hope's Fate - 3D Flying Journey-esque game  (Read 2319 times)
Artsicle
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« Reply #20 on: March 17, 2019, 11:14:35 AM »

I like the camera interpolation.
It feels like you're flying a heavier object than just a bird though.
I think the game would either have a realistic art-style or a cartoon-like art-style with realistic visual effects (like bloom).
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Vallar
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« Reply #21 on: March 17, 2019, 12:07:45 PM »

I like the camera interpolation.
It feels like you're flying a heavier object than just a bird though.
I think the game would either have a realistic art-style or a cartoon-like art-style with realistic visual effects (like bloom).


Thanks for trying the game out.

The camera is a tweaked version of Cinemachine in Unity. Unfortunately it is proving to be quite annoying when developing as it is more or less a black box. So probably will scrap it next update (or the one after). But will try to keep the same interpolation feel.

Why do you say that you feel you're flying a heavier object than a bird? Any specific thing contributing to that?

As fr the world, we are still not sure yet. But we are exploring a few things -- mostly low poly with focus on large fauna given you're flying so we'd like the environment to be dense.
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Vallar
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« Reply #22 on: March 18, 2019, 12:09:04 PM »

Hey everyone, new update has been released this one has a couple of new features to test out and hopefully you'd help us decide whether to keep them or not.

- The options menu's font size and color has been changed to be much more readable (along with a background image) -- Thanks @Mr.Jam

- When you tilt your head up and increase your altitude your speed drops down to half based on how much you are flying vertically (i.e. max vertical angle = half speed).

- Following from the above point, to increase your speed you need to "flap" which is basically done with Left Mouse Button. Note however there is no animations for it so you'll only feel its "push".

- As you gain altitude once yo hit the max height planned for the game's world (right now arbitrary number chosen) your speed will start dropping gradually till you stop mid air. To continue flying, you'll have to dive down a bit and then continue flying as per normal.

- Hover is now tied to Right Mouse Button.

We'd definitely appreciate your feedback on the entire experience as a whole and specifically on the tilt up new mechanics that has been added. Let us know what you think; whether you like it or the old method (no reduction of speed) was better.

Thanks.
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AlienplayGames
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« Reply #23 on: March 21, 2019, 08:27:13 AM »

- Flying controls do feel very good.
- I imagine this game's environment to be some kind of a rain forest with some ruins in it or something like that. Here's an image I found online that kinda resembles what I have in my head.
https://proxy.duckduckgo.com/iu/?u=http%3A%2F%2Forig05.deviantart.net%2F936e%2Ff%2F2013%2F147%2Fd%2F6%2Fruin_exploration_by_siberionsnow-d66qw3g.jpg&f=1
- I'd expect this game to have a low poly art style. Something like the image bellow but with maybe little toned down color pallet.
https://cdnb.artstation.com/p/assets/images/images/004/344/263/large/emek-can-ozben-forest-rox-noon.jpg?1482729909

I wish you best of luck with this project!  Coffee
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Vallar
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« Reply #24 on: March 21, 2019, 10:07:43 AM »

- Flying controls do feel very good.
- I imagine this game's environment to be some kind of a rain forest with some ruins in it or something like that. Here's an image I found online that kinda resembles what I have in my head.
https://proxy.duckduckgo.com/iu/?u=http%3A%2F%2Forig05.deviantart.net%2F936e%2Ff%2F2013%2F147%2Fd%2F6%2Fruin_exploration_by_siberionsnow-d66qw3g.jpg&f=1
- I'd expect this game to have a low poly art style. Something like the image bellow but with maybe little toned down color pallet.
https://cdnb.artstation.com/p/assets/images/images/004/344/263/large/emek-can-ozben-forest-rox-noon.jpg?1482729909

I wish you best of luck with this project!  Coffee

Thank you very much for the feedback. Glad to hear you liked the controls.

The environment and style look really interesting. Currently we have an environment similar to the one you linked in the concept art but with a couple of twist. Would love your feedback when we are ready to show it (which is going to be a while I believe).

Thanks again!
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AoF
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« Reply #25 on: April 05, 2019, 01:38:56 PM »

The controls don't seem to work the way you say?  I can only move with the mouse.

I wish I could use the keyboard to move, but I can only use the mouse.  I have a feeling if I could use a keyboard, I would hit X on accident sometimes and would want you to move it to the other side of the keyboard.  But that's pure speculation.

  • How does the flying feel? Any specific reason you're attributing to this feeling?

I think the flying feels fine.  I was able to collect 8 blue whatever-they-ares without issue.

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  • Did you find any bugs? What are they?

I have dive bombed into the ground and seem to be stuck?  https://imgur.com/a/AXzGX40  I don't know how to get out of this situation except to refresh the page. 

After restart, I flew up to collect a blue thing, and it seemed like I was stuck again... maybe hovering?  After a few seconds (5-10) it got unstuck though. 

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  • If I change the placeholder "level" and put in a proper world, how do you imagine this world?

Like this: https://store.steampowered.com/app/732430/Superflight/

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  • What kind of art style would you expect the game to be in?

Like this: https://store.steampowered.com/app/732430/Superflight/

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  • If this is a coop only game (no action, no killing stuff, etc...) what bonuses for playing with someone would you expect to find?

I don't know what you mean by bonuses.  This game seems like it would be more natural as a competitive game, but if you're going to go coop, I guess I would make different colored orbs and I can only collect the ones of my color, but if I find another color, I could emote to tell the other player(s) where I found another orb that they could pick up.

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  • Anything you want to add?

You have the foundation there, I can see this being fun if you polished it up and had some creative level design. 

I need feedback on my own game.  It's slightly NSFW, but here's a link: https://forums.tigsource.com/index.php?topic=67183.0
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Vallar
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« Reply #26 on: April 05, 2019, 09:23:59 PM »

Thank you very much for trying the game. I really appreciate it.

The controls don't seem to work the way you say?  I can only move with the mouse.

I wish I could use the keyboard to move, but I can only use the mouse.  I have a feeling if I could use a keyboard, I would hit X on accident sometimes and would want you to move it to the other side of the keyboard.  But that's pure speculation.

You can play with the keyboard. It may feel a bit sluggish than mouse. In the options menu, you can tick off the mouse controls option and you can play with WASD/Arrow keys + QE for speed change. You'll still need LMB to boost when rising up as it isn't setup to a keyboard button yet.

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I have dive bombed into the ground and seem to be stuck?  https://imgur.com/a/AXzGX40  I don't know how to get out of this situation except to refresh the page. 

After restart, I flew up to collect a blue thing, and it seemed like I was stuck again... maybe hovering?  After a few seconds (5-10) it got unstuck though. 

When you hit the floor you hit to tilt up your head quite a bit to free yourself. At the moment it is a temp mechanic until we implement landing/taking off with animations. If you got stuck mid air you hit one of those swirly portals. These take your collected crystals. It has story connotation in the game -- this is why it isn't fully realized in this test level.


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I need feedback on my own game.  It's slightly NSFW, but here's a link: https://forums.tigsource.com/index.php?topic=67183.0

I am sorry, unfortunately I am against NSFW games in general. I have no quarrel with trading feedback, but it is a matter of principle, apologies again.
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Devilu
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« Reply #27 on: April 07, 2019, 12:33:25 PM »

Hi there. I've played your game for some time and I think it's a nice idea. But it's too calm.

The flying feeling is good. You need to keep your locations high to prevent hitting the floor every time someone's dive. You can make some diffcult tracks with many obstacles, but also keep "free ride" places around.

I'm looking forward to some various animations of the bird. I really feel like flying a bird, but good animations will make it more intense. Also particles and blur have to indicate your trajectory and speed.

I don't know if it's a bug, but not all items can be collected properly. I think it can be due wierd hitboxes, so work on it. And one minor thing - I couldn't steer right after flying straight forward for one or two seconds, but steering left was alright, moreover when I steered left a bit I could steer properly into right direction again.

If you ask about the world - keep it magical. Modern, but magical at the same time. Best example:


About art style - it doesn't matter. What matter is quality of it. I think something dream-like would be fitting, not so realistic, but not cartoonish as well.

You've mentioned co-op features and I have some great answer for you. Make mini quests, adventures. For example, I'm connecting into one game with my friend and we find out he lost one eye or body colour or tail's feathers and we have to find it in this beautiful, magical world.

I'm really convinced to your idea, I just think you can make game better if you follow my advices. I'm really looking forward to see the full version. And forgot one thing - you can add option for importing own music, it could be great in full game.
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Vallar
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« Reply #28 on: April 07, 2019, 09:43:02 PM »

Thanks a lot for trying the game and for your suggestions.

I don't know if it's a bug, but not all items can be collected properly. I think it can be due wierd hitboxes, so work on it. And one minor thing - I couldn't steer right after flying straight forward for one or two seconds, but steering left was alright, moreover when I steered left a bit I could steer properly into right direction again.



I was unable to replicate this issue. Perhaps you collided with a portal when you started and didn't notice it? Did you try multiple times and each time this happened? Could you elaborate on whether this is with mouse or keyboard controls?

Thanks
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Devilu
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« Reply #29 on: April 07, 2019, 11:20:42 PM »

Okay, so I've done few more test and hitbox issue is due to wierd camera angles, I mean - hitboxes are right, but I just see my bird/plane under the object or slightly above (in this particle from blue crystal) and sometimes assume it should be colected.

I'm steering the bird with mouse and this video shows how it looks:
https://drive.google.com/open?id=1Sd8LUr6MxW9CgsMrU1_JniBlYPs1WZhr


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Vallar
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« Reply #30 on: April 08, 2019, 03:05:15 AM »

Okay, so I've done few more test and hitbox issue is due to wierd camera angles, I mean - hitboxes are right, but I just see my bird/plane under the object or slightly above (in this particle from blue crystal) and sometimes assume it should be colected.

I'm steering the bird with mouse and this video shows how it looks:
https://drive.google.com/open?id=1Sd8LUr6MxW9CgsMrU1_JniBlYPs1WZhr




The crystals are a placeholder, they have a sphere collider so it may feel a bit awkward when picking them up. The intended ones will be setup much better than this one.

The steering thing is really bizarre I tested on my end and nothing of that sort happens. I am unsure what is wrong honestly, but I'll run more tests on my end and see why is this happening. Either way a new version is on its way soon (TM) so hopefully it would fix this problem.

Thanks again!
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