Dead Lab Updates and Changes Log (Latest Update Only)
_____________________________________________ November 21st 2013 Update: Version 1.3.7 Changes: Redesigned opening sequence New voice acting in opening sequence Improved weapon handling New in game music Improved data logs Pistol volume has been adjusted Minor level design tweaks Bug Fixes: Falling through floor after jumping off balcony is fixed Getting stuck between the crates in the large room is no more
That is not a bad game.
It still has a while to go, and would benefit hugely from lightmapping, but I am impressed.
I quite like the way the weapons move when you walk.
Did you use the Ultimate FPS Camera for this, or did you create animations?
Good start, but as Sir.Tiddlesworth suggested, it could benefit hugely from lightmapping. One thing that really bugged me was the voice acting. There’s just no emotion behind it! I’d be pretty freaked out if I woke up in an underground base and told that there was an infection released and I was the only survivor. This guy just seems to shrug it off as if he’s done it ten times before! And that’s not to mention the guy on the radio.
Combat mechanics looked pretty solid, but the enemies were disappointing at best. They lacked variety and any kind of interesting features, and there doesn’t seem to be much challenge either, as in the video the player took down an entire room full of zombies with a couple shells and his pistol, and all with taking only a single hit!
Its good, but could use a lot of work.
If you want most honest reviews, your own website isn’t the place to get them. People who bother to sign up for an account on your site are already biased into liking the game. They’re also disincentivized to tell you the truth.
On the other hand, comments here are much more likely to be unbiased. As you can see, people are already telling you what’s wrong with it here, unlike the comments you’ve gotten from your site.
But I’m probably wasting my time since you’ve already said you don’t check the forums here, and this is likely just a drive-by spam for your game.
This page is not just to advertise. I appreciate all the feed back I’m getting, and I’m updating the game a lot. A new version will be released within 48 hours. For the basic gun system, I used OneManArmy3D’s FPS Kit. Everything else was created by myself or other programmers and modelers. I didn’t create the AI either. I have AI that I would love to have in the game, I just am not able to program complex AI. By far, I agree, the AI is the weakest point in the game.
One thing is that the player in the video was me, and I’ve played the game dozens of times. I would expect to know how to play the game and not take damage. Thank you for the feed back.
Congratz man… i love horror game, so i’m big fan of silent hill, resident evil, so on…
I know how hard is to create a game and put everything you have in mind, so it’s a great job.
Keep it up.
TIP: Work more at the post process efects, to make it a bit better.
I only watched the video since I’m at work right now but I thought the level design was really good, especially liked the zombie ambush and I liked the cutscenes at the beginning and end. I think adding non-professional voice is brave since its something that stands out and people will notice but I didn’t think it was bad for what it was and didn’t detract from the overall experience.
Thank you! The new version has improved voice acting, or different depends if it isn’t really much better than the last. I will make a new video of the update soon.
I have a criticism: in any horror game, I would always recommend making the voice acting abnormal. What you have now is normal, and therefore comforting to the player. A great example is portal. The voice acting itself can be unsettling.
Only if the character speaking is abnormal. Horror games need to immerse the player to scare them. If someone has a dodgy voice when they shouldn’t have, then the player if probably going to see that as a flaw and be pulled out of the game. Portal’s voice acting works because it fits the theme, and while it can be unsettling, it doesn’t become scary.
Also, when writing scripts, try and make them sound natural. Don’t just unload all of the information in one go, as that’s also an immersion killer.
Thank you Grapes and BlackLight for your feedback. One thing is that this is a demo and because it’s so short, it’s a bit hard to cram an entire story, but I do agree with you. If I did make this a full game, there is no way I’d cram all of the info in one go.
That’s not a bad game actually. You could really use some lighting and higher resolution textures in some places but otherwise keep going. It’ll definitely be Steam worthy