Hey gang!
These reviews are exactly what I hoped for! Thank you very much! Since there are a lot of frequently mentioned points and since I've already replied to some of these, I'll summarize them first before I go on to more individual stuff:
The difficulty level:
I think this aspect surprised me the most reading your feedback! For some of you it was just right, some of you found it way too easy and the enemies no threat and others didn't make it past the first room and found it punishingly difficult. I expected it to be slanted in one direction or another but apparently you all have very different approaches to FPS Games.
I design my games on purpose to rarely require quick reaction times (like Bugsy) because I find that less relaxing. I'm more a Half Life kinda guy. Hence all combat can be approached slowly and you can usually escape a conflict by running away.
I think this divide happened because I did not design this with a unified goal in mind. I was a bit scatter brained. I partially wanted this to be a decent small shooter, partially wanted it to be a simple test. Originally this was supposed to play more like a painkiller game. The player had 450 hitpoints in the beta that regenerated immediately but I reevaluated that after having so much fun with Bugsy's more challenging game.
I think this led to some unfair spawns and bad balancing. Pretty sure something similar happened to the game "
Psychotoxic" back in '04 which is why that was so incredibly tonally inconsistent.
What am I taking away from this?? A full length game is naturally having a less steep rise in difficulty but I'll also pick a tone and approach right away and stick to it to have it result in less of a clusterhump. I'll also experiment more with the AI OR maybe Lee will give us more freedom here later down the road.
And
checkpoints!! Plenty of them.
The loading times
I know!! Its awful! If I could do something about it I would. Its also why I crammed that giant wall of text in.
The performance
This is a tough pill to swallow. Its simply atrocious. Magicians like Bugsy can work against it and Ertlov also managed to ram a pretty large map in that runs at a considerably high framerate but its still simply not good.
...and I don't really perceive it as my fault. The way this game looks and the amount of polygons on display at any given time should have this run at twice the framerate it currently has. Seeing how Level 1 runs a lot faster on everyones rig despite being really densely populated with characters and entities really shows how pathetically power hungry the terrain and water in GG are. Same with the native bloom effect that cuts my framerate usually right in half. I'm not keen on being forced to use external postprocessing to mimic an at least somewhat modern look.
If this fieldtest has proven one thing, it is that GG is insanely CPU dependant which is good to know but does not really help me when designing levels and that complex architecture with polygonal collision eats the FPS right up and causes dramatic slowdowns.
Special thanks to
25-WATTS for his overview!! More on this below.
The puzzle
I had no intention to put in a very challenging puzzle and just wanted to test standard functions that worked (way better) in FPSC. There was an entirely different puzzle in this level originally that I had to redesign and mostly remove last minute (which is why so many terminals don't do anything). This also explains some odd spawning. Oh well!! Its a real weakness of this game, especially how unclear the instructions are. Won't happen again.
Now on to a more personal level:
@Corno: Thanks for playing and sorry for causing so much frustration. I'm glad you liked it up until it
bloody ran at 1 FPS. ...darn!
Quote: "I make now a harsh statement: Your game is like COD in Veteran, besindes the fact that nobody shout in your ear "Reload" or other stupid stuff."
I don't...I don't know what to think of this
Is this good or bad? What call of duty? I always played it on veteran
@Dvader: Quote: "So, yeah, probably a good idea to turn that off! "
Not a fan either, because it basically says
"HEY BUDDY; GUESS WHAT? THIS ENGINE IS BAD!" but I wanted people to be able to improve their FPS any means necessary.
Quote: "if it had not been the fact you wanted feedback, I would probably have deleted it after the first try."
Thanks for sticking through! I owe ya one
Quote: "Please take my advice, play test these things properly in Standalone! Get someone who doesn't know the game to try it in Standalone."
As said above the difference of opinion on how difficult this game is vary greatly. I did send this to a play tester. He still thinks its too easy
Quote: "I must admit, I'm not keen on the custom weapons overall. They look pretty good, but the lack of right click improved aiming feels off, in comparison to GG's default weapons."
That was a deliberate choice because it was originally going to be a run and gun romp that I later changed which caused a bunch of the rough edges mentioned here. I generally prefer aiming and no crosshairs, so I'll have it that way in my future games though.
The popularity of gritty world war 2 shooters has standardized crosshair aiming back in the day and its pretty omnipresent now. Most classic shooters (half life² for example) don't have it though. I must say, I really like the feature myself and it was a tough choice to remove it for simplification (only to later overcomplicate things with an unclear door puzzle...but more on that above)
Quote: " Also, Game Guru the weird game maker? Lol."
Quote: "There's also a picture that looks suspiciously like a man in a hospital smock and high heels doing a vague vogue pose that seemed a little odd considering the setting."
Thats a woman. Its also just a white robe
Its from an old advert that I modified. I had to guess which one you meant and attached it below.
While some of my old games where rather full with suggestive imagery, this one is really tame. I just figured people working in such a facility would hang up posters, adds and pinups.
@Belidos: I always appreciate your perspective and am very glad you liked it.
Quote: "There were a few patches of light with no source, it looks like the old issue where a wall or something is too thin, and the light mapper projects a light silhouette where there shouldn't be one,"
I made sure that they all had a source or at least a reflective reason to be there.
But yes, the lightmapper caused me grief on this level. The sun causing bright patches and glitches I wasn't able to remedy. I've added massive walls and entire rooms around the level to no avail.
Quote: "Entities, some very good entities, used very well, i tried my hardest to get stuck, or break out of the area, but everything is pretty well placed, both physically and aesthetically."
Very encouraging! Thank you! Its something I aim to really improve on in later games with more handmade models rather than pack ones.
Quote: "just after opening the door i decided to save, and when i came back from the save the door was closed, but the collision was off on it"
I never noticed that!! Thanks for pointing it out. The kind of glitch that could ruin an entire game if people who aren't GG users won't try to walk through the door.
Quote: "
AI, this i was very impressed with, very responsive, used line of site and viewing angle very well, they actually chased, and even appeared to take cover, i actually spent a good 5 minutes running around being followed by one soldier, trying my best to glitch it through walls, get it to get stuck running in walls, to basically break it, which i couldn't, and the way you placed AI so that more would spawn in rooms behind you, so you had to be careful when back tracking, genius! Great job!"
Thanks! But I can't take credit for this. I just spawned a bunch of premade enemies. Before Bugsy released his game I just assumed the AI was completely unusable as everyone was criticising it so much. I'm glad I finally bothered to really test it because its far better than I expected and worlds apart from the simple scripts we had in FPSCreator. Happy hear you didn't find the spawning unfair.
Quote: "Story line/voice acting, it was an interesting, if a little generic, being an FPS game"
Originally this didn't have any plot at all, then I wanted it to be a more developed tie-in game to Bugsy and my Cyberpunk universe. With 3 voice actors and a more "present" story but then the year was approaching its end and I just slapped together what I had and this was the result. I couldn't let it go without at least
some plot related motivation for the player. Test game or not.
Quote: "i love story lines, and like to get engrossed in them,"
I'm the same way. Doesn't need to be a cerebral and complex plot as long as its delivered nicely with some touch and atmosphere.
I promise there'll be more of that in full releases of mine.
Quote: "Overall, this is a really good game, if it had been longer, and published on Steam i would have purchased it, and i wouldn't have regretted the purchase at all."
Thank you!! Very good to hear. Bugsy and I have been playing with the idea to make a commercial game but I doubt that I'll find the time for a project of this magnitude in 2017.
@Bugsy: Well its about time!!
Quote: "This game is not difficult at all, enemies firing slower and all just running at you at once, they kinda feel "not deadly""
Some players didn't get past level 1 there, killer! Hah!! I promise future shoot outs will be designed a little more careful.
Quote: "I also must add that I'd rather have played a 6 minute level with 2 more simple little door puzzles than a 15 minute level where at a certain point I was frantically running around, hitting E at every computer screen I could. This was not a fun however many minutes."
No denying it! I screwed that up royally.
Quote: "one of the most graphically outstanding slideshows I've ever seen."
You had to say it didn't ya?? Thanks for suffering through it, I know anything below 60 FPS makes your blood boil.
Quote: "assuming I would do that."
Its not easy to spawn enemies in an open level like this without the player being able to see them appear out of thin air but I think I managed it.
Which beach did you take? Level start to the right or to the left?
I should have added a few more easter eggs now that I think of it. Aaah! next time!
I'm glad you liked it visually. I found the amber and teal toning a bit lazy but we are both going to outdo ourselves in 2017 so lets improooove!
I find it a little frustrating that so few GG users really fine tune the ambience and surface sliders. Its a tool so easy and so quickly to our disposal :S
Quote: "audio. this is one guy with a mic here."
Don't forget my mean synthesizers
Quote: "the most intelligent as a large squad."
Sadly, they don't have any squad based behaviour whatsoever..wouldn't that be a blast tough? To have hostiles like in FEAR?
A man can dream!
Quote: "no IK on hands for walk animations"
Yeah, the IK... I've had a few but then a buddy came along who was in a tight spot so I've lent him some, he never returned them and then I had this gal over which outright stole the last one I had. Such is life....
what on earth is an IK?
Quote: " I think more differentiation would have been good here. being able to tell the rooms apart more by different lights and walls would have made it less like running around in sanatorium looking for pages terminals and hoping not to get swarmed by slenderman guys who look like theyve come from the paintball arena"
Thats a very good idea to be honest! I should keep that in mind when I design these bunkers.
And yeah! I like the enemie character models but they seem more like Airsoft players than real soldiers
Quote: "the MP5 feels like the M4, the glock feels like the beretta"
I know! I couldn't help it...I had to leave the M4 in the game. To my defence: the shortened, front gripped M4 would not be too different compared to a front gripped SMG. I'll balance them a ton more in any larger release though. You can count on that. I could kick myself for forgetting to deactivate the scope on the large caliber rifle though. How could I?? Especially after you pointed that out in beta.
Quote: "but what you have here is REALLY AWESOME and makes me want to somehow mention it in some way in my games story somewhere."
Go ahead!! It'd be an honour.
Thanks for the review and happy new year, buddy!! I hope the fact that I'll be around less and have a sleep schedule like a normal puny human in 2017 won't detract from our chats and cooperation.
@25 - WATTS:
That overview is way more than I hoped for. Would you mind if I copy your data into my upcoming GG review, taking this game as a "field test"? I also think I should mail that review to Lee once I penned it.
Sadly, the results are not too stellar
I can only hope there will be somewhat drastic improvements on the engine in regards to performance. I also hope there 'll be less CPU dependability.
There is a lot that can be done once we get to the rendering engine overhaul because terrain, water and postprocessing in GG are absolute murderous framerate and resource hogs.
Quote: "Wolf I just love this, you have crafted a great Game."
Thank you!! I'm really glad you liked the game and you really took me by surprise by testing it on so many different machines. Thanks again for that.
Lets hope 2017 will double our framerates!!
-Wolf