Completely correct, I just spent more time on a graphics
and programming than on game play and level.
so -> more game play and play testing, fresh ideas, design documents etc
Comments:
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wow... I can't say I was expecting this. Fantastic opening intro with the 'kids' drawings. Very powerful!!!! It is very immersive. Unfortunately the 3D world is poor, level design & use of lighting (both for Art + guide the player) are poor, and I think it would have desrved a better visual environment (it could have been isometric). I think interactions need to be facilitated in this type of games.
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The introduction to this game was terrific and set a great vibe. Unfortunately the game itself didn't really follow through on this.
Visual art rated low mostly because of the level design - I found it extremely difficult to navigate the level, and points of interest were not at all clear. Would also have been nice to see the two important states of my family reflected on their bodies rather than via meters on screen (although the meters are also necessary).
Audio was not used to indicate the positions of interesting things, either - humans came up and attacked and I had no idea they were there until they were hitting me, and I had very little awareness of where my family members were.
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The opening sequence is great, but the game loses steam after that. After the intro, I was expecting something sillier and more playful. Cow-slapping is fun and all, but it only goes so far. If the game harnessed more of the puckishness on display in the intro, it would be more appealing.
понедельник, 4 января 2010 г.
I am improving my game design ability, did some brainstorming.
Already have around 80 gameplay ideas ))
I want to have clear picture of gameplay before implementing something.
Recast navigation + avoid nearest neighbor (with prediction, OpenSteer style) + avoid walls only after collision + avoid dynamic obstacles
It needs time to update nav mesh (usually nav mesh updated with 0.5 sec intervals), so sometimes bots can go throw obstacle. Maybe for moving obstacles I need to use same steering behavior as for another bots.
It's about developing of game "Little Zombie Susie" and game engine "Glow". Trailer, Game play video.
Little Zombie Susie game:
The game is about little zombie girl, which needs to help her family to find cure. Fights with humans, solving puzzles, searching food (cows). Puzzles are based on navigation.
Short list of features of engine:
Lighting: Deferred Shading
Physics: Havok
Scripts:Lua
Multi -threading (~7 threads)
Ai: Dynamic navigation meshes (Recast Navigation), State Machines, Sensor system
Cross platformed
Support for different graphics API (DirectX, OpenGL)
Nature: Landscapes and grass, Dynamic Sky, Wind
Networking (Client-Server), Client - side prediction