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FPSC Classic Work In Progress / FPSC Demo Level: Complex 2 (WIP)

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Nomad Soul
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 22nd Oct 2007 01:18
Greetings

Last time I released a full level demo which took 2 months of work and received good feedback on level design but poor performance, therefore I've gone back to the drawing board and now focusing on providing a more playable game.

I'd appreciate anyone with the time and inclination to download and play my work in progress level to post feedback so I can aim for a better overall experience this time around.

Demo can be downloaded from:
http://hosted.filefront.com/Nomad5oul/

The demo requires directx 9.0c Oct06 or later:
http://www.softpedia.com/get/System/OS-Enhancements/DirectX-9.0c-Redistributable.shtml

Attached is obligatory in game screenshot

Thanks, Nomad
Nomad Soul
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Location: United Kingdom
Posted: 22nd Oct 2007 01:19
Screenshot 2/6
Nomad Soul
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Location: United Kingdom
Posted: 22nd Oct 2007 01:19
Screenshot 3/6
Cheese Cake
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 22nd Oct 2007 01:20
Looking nice!

Cheers,
Cheese Cake.


Nomad Soul
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Location: United Kingdom
Posted: 22nd Oct 2007 01:20
Screenshot 4/6
Nomad Soul
Moderator
19
Years of Service
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 22nd Oct 2007 01:20
Screenshot 5/6
Nomad Soul
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Location: United Kingdom
Posted: 22nd Oct 2007 01:20
Screenshot 6/6
Nickydude
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Joined: 4th Nov 2006
Location: Look outside...
Posted: 22nd Oct 2007 02:20
Definitely looking good.

"he is coming!..." - WIP in 'Showcase'
Jeremiah
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Posted: 22nd Oct 2007 02:38
Downloaded the demo and all it did was crash
fallen one
19
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Joined: 7th Aug 2006
Location: My imagination!
Posted: 22nd Oct 2007 03:16 Edited at: 22nd Oct 2007 03:28
Ahh one of my Out Of The Box skyboxes, Its great to see them in peoples games, whats the yellow stuff on it, the original doesnt have that, what is it in the screen shot, the ceiling has a lot of bright yellow, its making a big seam in the left of the shot.

fpsc game KILL TV update 16 Oct.http://www.avantivita.com/killtv.html
AlanC
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Joined: 28th Sep 2006
Location: Seattle, WA
Posted: 22nd Oct 2007 07:35 Edited at: 22nd Oct 2007 07:35
Good luck trying to repair that car in pic 2.

Looking great.

Nomad Soul
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Location: United Kingdom
Posted: 25th Oct 2007 19:38
Quote: "Looking nice!"

Quote: "Definitely looking good"


Thanks!

Quote: "Downloaded the demo and all it did was crash"


I've distributed the demo to a number of friends and the majority of them came back saying they had exactly the same problem. I advised them to install the latest dx9 drivers from the link in my first post and have all now confirmed working fine. Please try this.

Quote: "whats the yellow stuff on it, the original doesnt have that, what is it in the screen shot,"


That is a 'skyscroll' texture of clouds which continuously scrolls across the sky (i think layer 8 is the default level). This is implemented in 'setuplevel.fpi' script with texture placed in skybank folder. The seam you mention is visible because I didn't start the map at layer 0 and player can see into the distance which makes it more difficult to ensure the clouds appear seamless. I can do some things to sort this out though. Thanks for the cool skybox from your pack!

Quote: "Good luck trying to repair that car in pic 2. Looking great"


LOL. Yeah that wouldn't be a 5 minute job even for Rolfy (provided the model). Thanks for the positive comment.

If anyone has any comments / criticism having played the demo I'd be glad to hear it so I can do a good job on this.

Thanks, Nomad
protoborg
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Joined: 2nd Jul 2007
Location: Somewhere in this reality
Posted: 29th Oct 2007 01:55
Just played the demo and I only have a feww comments. The first bad guy who shoots you when you open the second to last door does damage whether or not he is shooting at you. I have a few problems with that. One, it is annoying. Two, it is bad game design to damage your player when they are not in obvious danger. Three, it is frustrating to be killed by what amounts to trigger zone, especially when it is supposed to be an enemy who is actually doing the damage.

The next thing is you did not give the player enough ammo to beat the level. I do not know if you did that to ensure the player does complete the level, but whatever your reason, it is a very bad design choice. It will likely make people not want to play the full game.

except for those things, it is a great game.

You know your code sucks when it does what you want before you know what you want.
Nomad Soul
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Location: United Kingdom
Posted: 29th Oct 2007 20:03
@protoborg

Thanks for the feedback.

These are all valid points and exactly the kind of thing which I'll ensure gets addressed in my game design going forward.

I like to try and only give the player enough ammunition to just get through the level as I find it helps keep the player thinking about what their doing.

I've adopted the enemy spawning approach which is great when it works but usually requires fiddling with to ensure enemies are spawned correctly i.e. visible, working A.I. and collision.

The demo will unfortunately remain unfinished as I made some real progress over the last couple of weeks with a prototype I'm working on which is already shaping up to be better than this demo in every respect.

I'll ensure the issues you have identified are not present in my new project so thanks for taking the time to give me feedback.

Nomad

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