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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsAssemblee: Part 2Wizard3D [ALPHA]
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Author Topic: Wizard3D [ALPHA]  (Read 12247 times)
J. R. Hill
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« Reply #40 on: December 29, 2009, 02:02:33 AM »

Can I request 1440 x 900 resolution too?
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lowpoly
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« Reply #41 on: December 29, 2009, 09:50:43 AM »

Thanks for trying it out, glad you all are enjoying it so far. For people who have finished it, any idea how long it took?

during the combat, i just thought, it would be nice to blend another background music track in, maybe some drums, or just something more aggressive... to add some tension to it.

I completely agree, I need to go through all the music again and see what fits. The first time I went through, I was looking for something specific but it would be cool to have the music build up or change in areas. Just need to find something appropriate.

shadows on walls are broken? (if you walk up to any wall it goes black?  really distracting on the low ceilings : P

Right, this was related to the clipping problems I mentioned, the light was going through the wall. Fixed it tho, thanks for catching it.

Can I request 1440 x 900 resolution too?

Will do!

thanks again everyone, hopefully I can get another build out before the deadline with proper textures and everything in place.
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« Reply #42 on: December 30, 2009, 03:18:44 AM »

I gota say i realy love the fire animation when you shoot and the blood animation when you kill. The mode of this demo is perfect and i hope the finished game whill have the same feling when you play it.
 You mayby should think about adding sounds whe you shoot, walk, killing an enemy, activating a switch and mayby a hud?
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« Reply #43 on: January 05, 2010, 08:16:52 AM »

quick update

The end of the year really hurt, was out of town for 3 days and totally killed my momentum. Finally got back to work last night, adding the sound effects engine. It's really rough; a lot of my games in the past never really make it too far past the prototype phase so unfortunately my experience with sound is really limited. Regardless, it's working so I'm going to move on to the remaining tasks at hand.

With the deadline rapidly approaching and being back at work now, my availability on this game is dwindling. Right now I'm trying to figure out how I can complete this game by the 10th without it being horribly broken Smiley At this point, I have to pretty much stop adding anything new to the game, make sure all my setups are still fun, finalize texture and lighting, and call it a game. Or a Beta, maybe.
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