(02-12-2011 07:56 PM)Nye Wrote: Great feedback! Regarding the skybox in the first level, I have fixed this now, you are right, I didn't use a skybox and it was an error.
thanks for taking my feedback serious and nice that my shot in the dark was actually correct.
(02-12-2011 07:56 PM)Nye Wrote: I agree, that the grunt sound is overused, I will find an alternative, brand new (to the game) sound. When I tested the first map (out in the woods), I avoided running against the walls, so I will do my best to fix any stuck issues, although, it is quite tricky when you have such a long space to remove them all!
that's true, but can't be helped. in this case i didn't even try to get stuck. it just so happened that i try to stick to one side to at least be sure not to be ambushed. you never know how people play the game, so polishing will take quite some work. you did show some foresight with the invisible wall already. may be placing one a few pixels before the trees would make things easier?
(02-12-2011 07:56 PM)Nye Wrote: No way am I modelling my own stuff , I don't have that much free time, though I don't feel that the trees look THAT bad, especially with the fog and low lighting, the player doesn't really draw most of their attention towards them, but if someone releases their own tree models, I might pinch them.
lol i understand where you're coming from, but sel has a point too. you're already sinking time into learning how to use the editor and the scripts, so why not make a good start perfect? for me, the time i need to create a mediocre product is more of a waste of time than if i poured in a little more to make it perfect. but that's just me. also, once you know how to model, creating new assets should be a lot quicker. there are also websites that offer thousands of 3d-models for all types of 3d-apps for download. may be you can find something useful online?
another idea would be to use an open area approach like placing the player on a field. there was a scene in the game at the end where you walk over a dark field with houses in the distance. i remember trees and thanks to the visual distortion everything looked pretty believable. since you teleport the user into the caste anyway, may be such an approach would look a bit more believable while also hiding the some of the asset's weaknesses? you could use drainage canals and fences to lock the area off. this way getting stuck would also be pretty much impossible. anyway, just an idea.
(02-12-2011 07:56 PM)Nye Wrote: The player reacting is over-used; I basically scripted the whole demo in one night, so I overused them a little too much.
well for this short production time you did implement quite a few nice things.
(02-12-2011 07:56 PM)Nye Wrote: The final game has PLENTY of large open spaces. I have just finished a large, creepy "hotel wing" style room.
great to hear that
(02-12-2011 07:56 PM)Nye Wrote: Entering the private quarters, shouldn't crash the game; though it may be something I need to address. It is supposed to display a message and then return the player to the menu...
on my comp it just went black if i remember correctly and when i alt-tabbed to the desktop the game just crashed
(02-12-2011 07:56 PM)Nye Wrote: Anyway, thanks for the great feedback, REALLY useful! Thank you!
you're very welcome