Valle:
THanks so much for the nice comments dude!
In respnse to your suggestions:
Quote: "-make the blood a bit darker"
- That is something I have played with endlessly, trying to get something that's
not too dark, not too light, You're probably right, it's a little too neon at the moment, but I'll work on it.
Quote: "-screen could flash red when player gets hit."
- Currently the player takes damage but there is no health bar or
anything. For some reason, even putting one sprite on the screen costs me 10FPS
Quote: "-bloodsplashes on the screen (in the foreground)"
- I actually had this in there at one point but I took it out
because it got a bit too crouded sometimes and you couldn't really see what was going on. Plus to make it look any good I
have to use sprites and again, sprite use seems to cost me 10FPS straight up!
Quote: "-enemies scream louder when dying"
- Fair point. I should point out that the sounds in Bushido are not yet
mastered, so many of them will play at different volumes. Once I have all the sounds done I will get them all mastered so
they dont play louder than each other. Also the slomo really messes with things because it pitches all the sounds down,
which sounds cool but ruins most of the mixing I may have done!
Quote: "-the complementary colour of red is green, maybe this can help you somehow"
Hmm. I like that... but I'm affraid
that I've strictly limited myself to Black Red and White. Although I'm even considering eliminating grey as well literally
just BW and R. I'm not sure. the art style is still quite transient, and I might change the whole look of the game again.
I'm feeling that more and more simple is actually better. It's very hard to do anything too detailed in DB without having
to sacrifice FPS. I think I prefer simple, stylised graphics and more in depth gameplay, to shiny bumpmapped bloomy graphics
with simple gameplay.
And thanks for the link to the brushes! It's totally lovely. I'll use some of them to add more variation to the splats! Cheers
Quote: "I played it and it was just awesome,fun to kill those guys.It took me some time to figure out the jump onto that roof to get
over so you should do something else there.Otherwise its just great,blood looks excellent."
Lol, thanks dude. I'm glad you enjoyed it. That was my bad on level design.. I should have fixed it before release!
Quote: "This is probably the most fun I've ever had with a DBPro demo. Fantastic!"
wow, that's great! And thanks for all the feedback... I'm going to try and respond to it all....
(since there's quite alot I'll just do the negatives. Thanks for all the positive feedback though, it's like, great to
know that the hours of animating and texturing and whatnot are appreciated!)
Quote: "A lot of the enemies seem to be walking along with butter on their feet too."
I did alot of study of animation and movement and so on...but only about halfway through my animations... so the earlier
stuff is a little bit ropey... butterfeet as you say! I think that when I have a free day I'll have to go back and fix alot
of the older animations so that there are steps when they move forward.
Quote: "Jumping can be annoying when the hero hits the building's eaves as he's trying to float onto the roof."
Totally agreed. Writing the collision system for this has actually made me cry like a 5 year old. I broke an ESC key at
one point from quitting in frustration too hard. I think that at the moment it's probably a little too strict, but it does
stop you falling through anything! You're right about the design of the buildings though.. and as I said above really the
level itself needs a redesign to fit alot of the gameplay features I've added. There need to be more vertical surfaces to
bounce off, that aren't rooves..
Quote: "It's good to see such a variety of animations. I just sliced someone's arms both off at once, which I hadn't seen before.
The slow-motion Chi effect is also fantastic, especially with the slow-motion sounds as well. It would be good to have some
kind of on-screen message or other indication that it's happening, though, especially if it's going to activate itself on
occasion."
Yay! Its so nice that you noticed! There are around 5000 frames of animation on each character, and that's taken hours to do
I'm glad that the slomotion thing is cool too. The fact that their limbs are detachable and that you can collide with hit
boxes instead of just that character mesh, means that there should be quite a variety of ways to chop people up... my
favourite so far is the one where you split them down the middle and they stagger about.. anyway, in response to the crit,
I intend to add a kind of motion trail / bloom effect when you are in chi mode. my girlfriend thinks that it should do
cinematic angles when you're in chi mode, but I'm concerned about the player seeing the "empty environment" behind the camera.
Quote: "It's not very clear what the difference is between the three attack keys - I'm just mashing them pretty much at random"
Lols, yeah totally, right now I've just added moves to the combo system as I've animated them. They really now need to be
re-ordered into the propper places in the combo system. So I'm sorry about that. Yes, right now they are random!
Quote: "There is awkward jerkiness, including camera stuttering, sometimes when running over rooftops. I think that making the collision
detection with the buildings a bit different as I suggested before - so that you can't run into the little nooks and crannies
- might help with this."
As I said above. The camera will swing and move alot less. I'm going to have it track the player much more like an orthographic
camera, with less rotation. You're totally right about the jittery roof movement. I'll look at switching his downward movement
to a curve instead of an absolute.
Quote: "Also, the way of the Spider seems intrinsically more powerful than that of the Dragon."
haha, yes it is...I think this is a product of the fact you are playing an unfinished game. At the moment everything that is
available is unlocked, but in the final game you will much less powerful initially and will have to upgrade the way of the
spider and the dragon in order to be able to do certain moves. At the moment, I've done more on the way of the spider, so
it is definately more powerful, but once I've got the combo system more solid, and you can build more damaging and flowing
combos, I think the way of the dragon will be equally powerful. There are actually 2 other modes I haven't even started yet.
Way of the Shadow, which is similar to the way of the Spider, but it kills enemies much faster and drains Chi, and the way
of the Crane, which is based around ariel moves and juggles.
Thanks so much for the detailed and very helpful feedback, and
thanks to EVERYONE who has downloaded and commented. This has
been a long long slog to get to this point, and it's really amazing that some many people are commenting and enjoying it.
I'm inspired to continue! so... cheers![i]
I want robotic legs.