[Feedback Friday #31] - July 17, 2015 (The One Month Edition!)

CLOSED - Next FF begins August 14th. See you then!
[Feedback Friday (FF) has changed! See here for the community discussion.
TL;DR - Devs need more time, reviewers need a gap - FF will be open for 2 weeks (starting 7/17), then closed for 2 weeks (starting 7/31).]

Want design feedback for your new game? Then you’ve found the right thread! Post here to get precious player feedback. Discuss until 7/31, when we’ll lock this thread to start the two week break.

How To Ask For Feedback?

  • Show - Pics, videos, or best of all, a playable game!
  • Be Concise - Who’s got time for Wall 'O Text? Less is more

How To Give Feedback?

  • Be Positive - Finding redeeming qualities in the worst of games, is in itself a game
  • Focus On The Design - Not the designer
  • Be Specific - “Your game sucks!” is for nubs

What To Show?

  • Minimally Viable Product (MVP) - Core game play >>> everything else
  • How To Scope Small (Unity tutorial)

Gigi

[PS - Feedback Friday #31 is here]

CLOSED! Next FF begins August 14th!

1 Like

I needed the break. I’ve been to pennsylvania twice, given two game-design workshops, and conducted two days of research on my new training game. And now, I’m ready to see what’s been bubbling in the community. Bring it on!

Gigi

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@Gigiwoo - Glad you’ve had a break! Looking forward to seeing what effect a month-long review topic will have.

Hopefully, I’ll have something up within the next week or two.

2 Likes

Awaiting @Master-Frog post -
:slight_smile:
follow up from here.

Last minute testing and tweaking for balance… plus my wife has to play test it, need that stamp of approval.

5 Likes

The post says its going to open for 2 weeks then close for 2 weeks, so if you wait 2 weeks youll be too late.
[quote=“AndrewGrayGames, post:3, topic: 589811, username:AndrewGrayGames”]
** @Gigiwoo - Glad you’ve had a break! Looking forward to seeing what effect a month-long review topic will have.**
Hopefully, I’ll have something up within the next week or two.
**[/quote]
**

They say that every designer’s first ten games will suck.

This is the first real game I have ever completed.

So there’s only one question…

Are you ready to play what is probably the crappiest game I will ever make?

METEOR CRUSH
NOW SHORTER, FASTER AND CRUSHIER

WITNESS THE GLORY OF 8-BIT GRAPHICS PUSHED TO THE XTREMEAND BEYOND!!!1

BEHOLD THE BREATHTAKING BEAUTY OF ALPHA CHANNELS, PARTICLE EFFECTS AND BLEEDING EDGE IMAGE ROTATION TECHNOLOGY™.

SOUND EFFECTS GENERATED ENTIRELY IN BFXR, ENSURING ONLY THE CHOPPIEST, CRUNCHIEST AUDIO IMAGINABLE

MUSIC IS ACTUALLY PRETTY GOOD SINCE IT WAS MADE BY SOMEONE ELSE.

THE LINK

So try it out and let me know you think.

Oh yeah, and I think it might go without saying, but I am curious if anyone can beat the game and post a high score.

What’s good?
What’s bad?
What’s ugly?

What would you suggest to improve it…?

What should I do differently next time?

If there’s issues or bugs I want to know about them!

I’m making a horror game where you’ll be surviving against enemies that stop when you look at them and move when you don’t, meaning you’ll have to play a combination of red light/green light and hide and seek in order to complete the game, done by exploring the entire map which will trigger an event that, upon completion, makes you beat the game.

Currently the game is nothing buy a single enemy on a plane with some walls, lockers to hide in and a door. As well as a player with a flashlight, toggled on and off by right-clicking.

Link: http://www.newgrounds.com/portal/view/660881?updated=1

Todo List:

  • Add models and sounds, most of the current ones are placeholders.
  • Add more enemies, all with different models, sounds and stats.
  • Fix player jumping to make a short delay between each, preventing bunny jumping.
  • Make enemies move randomly instead of moving across a fixed pattern, and search the local area when losing sight of the player.*
  • Fix enemy peeking around walls and such, caused by its vision being controlled by a raycast on the center of its head.*
  • Build the actual map.
  • Add objectives.
  • Improve enemy AI to make them aware of their environment, investigating things caused by the player like lights switched on and doors opened.
  • Make enemies move when in complete darkness, even if the player is looking at them.
  • More stuff I currently can’t think of.

( * = I have tried to do this, but can’t get it to work. If anyone knows how to do it, I’ll be grateful if you’ll help me out)

Known Issues (Solutions very welcome):

  • The enemy is meant to react to the flashlight, making it easier for it to spot the player while it’s on, but this sometimes causes some buggy behaviour where it stops moving when not visible or moves when visible (I think I know a way to fix this, but haven’t gotten to it yet since my solution can only be applied once all enemies are created)
  • The enemy doesn’t stop moving at once when playing its kill animation, making it slide.
  • The player doesn’t always fall all the way to the ground during the death animation.

Please tell me if there’s something I should add, change, remove, and what you like and dislike about what the game currently is. And if the game even works, I myself had problems loading it but I’m hoping it’s just my Unity Player and not anyone else’s problem.

  • The camera doesn’t seem to move along with the mouse pointer like a normal FPS, it can only turn a little bit and then it gets stuck

I can’t really play it beyond that because I can’t move.

The idea is interesting, but you’ve got to get a handle on the basics of movement in a 3D world and make it feel more like a normal 3D game, like Amnesia.

Also there’s a lot of warnings that I’m getting, null reference exceptions and such.

The best help for you would be to go over to the Learn section and try to follow along with some of the basic tutorials, you’ll have a way easier time making your game come to life if you have more mastery over the basic Unity system. I would try starting with the space shooter tutorial, it covers lighting, collisions and everything.

http://unity3d.com/learn/tutorials/projects/space-shooter/

I have already gone through tons of tutorials, not wanting to start off unprepared. This is the fourth game I’m making, the first not to be solely for practice. However this camera getting stuck issue is something I didn’t know of, it works fine when I play it. But then again, I haven’t actually managed to play the demo I uploaded due to my Unity Player being mean to me, only the test runner in Unity. As for the null reference exceptions, I’ve tried to clear them up but I’m not sure how to. I usually end up ignoring them since they don’t seem to be affecting the actual gameplay. Is that wrong?

1 Like

Yeah, if you know there’s an issue, it will always come up when someone plays your game for real.

If you haven’t tested it, don’t even bother demoing it, Murphy’s law dictates that something will go wrong if you do.

I HAVE tested it of course, lots of times. Just not this upload. I was hoping there would be no difference between the Unity project itself and the upload, but since this is the first time I publish a game I don’t know the issues that can occur. All I know is that every time I see someone do this in tutorials and such, it works flawlessly for them.

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Oh yeah, learned that one the hard way myself. Web player deployment can’t use certain code libraries for security reasons.

The first time I tried to roll out on the web player, it crashed. After a week of constant testing. I had to reprogram some of it. I wish they would tell people. I complained and I got nothing but people saying “quit whining”… haha it’s hard man!

Oh. Then I’ll just have to get my Unity Player working so I can see just what is wrong. This sure is great… First time I release a game for others to judge and I immediately screw it up.

1 Like

You’re ahead of the game now.

Get a local web server running if you can, test everything from the server. Then you know what will actually happen. Xampp works for me.

Okay I got to “wave21” and I was getting prefect every round, made it to level36 before I finally died.

Quit whining. :stuck_out_tongue:

3 Likes

Was it unfair?

Also, did you try to continue?

I did try again and made it to the wave 46 and died again, at that point I gave up. I wanted to see what would happen if I quit back to the menu and I had to restart from wave1. So I guess I’d add a checkpoint system so you dont have to do it in 1 sitting.

I found the first 20 levels or so too easy, and it was kind of boring. Then when you added the flaming metores it got reasonably challenging (because they are so much faster then everything else).

1 Like

All these things crossed my mind at some point… funny to hear them echoed by some on else