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Author Topic: Vote for the next DEV Video #2  (Read 6532 times)
aRny
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« on: November 22, 2012, 09:41:04 am »
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After the success of our first poll DEV video, you voted to see our Hit System in more details, although we took the opportunity to give you a brief insight on our weapon technicalities & armour.

Q. what dev video would you like to see next?

Below are some examples, although we are open to suggestions! Speak up community Smiley

•laser dot (how it works, interacts with the environment and players)
•armour system
•character animation
•HUD UI
•Weapons
•Gameplay
•Something else.. (please reply with details)

Please vote and leave a comment if you wish

Your CPi team
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"Mjl86": damn i went to bed 8 hours ago and i get up and proto's still here!!
toowned
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« Reply #1 on: November 22, 2012, 10:05:49 am »
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Hi development team,

Animations are crucial imo they have look like in AAA games. Good animations=good game. I mean the player model animations when running/walking etc.. Gun animations/explosions are less important (just good sounds).

my vote: character animations
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StealthyXIIGer
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« Reply #2 on: November 22, 2012, 03:30:29 pm »
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Hi development team,

Animations are crucial imo they have look like in AAA games. Good animations=good game. I mean the player model animations when running/walking etc.. Gun animations/explosions are less important (just good sounds).

my vote: character animations

I agree. Considering the pre-alpha video did not really show exceptional character animations, I would suggest showing your quality standard of the character animations.
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TOP-Proto
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« Reply #3 on: November 22, 2012, 03:39:21 pm »
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we understand animations are important, they are also very very difficult to get done and get done right.

We have our first set of animations in, our pre-alpha animations, and we will be iterating our animations until theyre better quality.

It only takes one thing to be wrong for the animations to look terrible, however rest assured we will have improvements in our character animations.

Id like you guys to remember when we first released our first person animations and you guys hated them, we totally reworked our workflow for creating 1st person animations and now our first person animations are good for pre-alpha.

Thats just how the indie scene works, we get ourselves to a set quality level then iterate from that to improve.

That said, if we could get our hands on some good 3rd person animators that would be fantastic.
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aRny
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« Reply #4 on: November 23, 2012, 01:20:24 pm »
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id personally like to see gameplay Tongue
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"Mjl86": damn i went to bed 8 hours ago and i get up and proto's still here!!
Wraith
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« Reply #5 on: November 24, 2012, 03:00:10 am »
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First off, let me say that the first dev video is really cool.

Secondly i completely agree with Proto... In my mind you're pretty much done and the rest is polishing
Having to show progress in animation at this stage would be almost like saying the game is done, this is the major part of whats remaining (Correct me if i am wrong)
Personally i'd love to see more gameplay, but also the natural progress would point more to Armour system....Which you only scratched in dev.1

But i''ll go with me old ticker and vote Gameplay.
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Toledot
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« Reply #6 on: November 24, 2012, 09:01:42 pm »
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Gameplay > animations

I'm still playing a game from 1995, just because of the gameplay Smiley

and of course something like hitboxes etc (guess thats the armor system? )
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TOP Proto: If you take all the cool things out of all the great games, and put it into one game, you dont get the best game in the world. you get a game lost in features and quirks.
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« Reply #7 on: November 25, 2012, 09:22:19 pm »
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Couldn't agree more with Toledot. There are sh_tload of games full of bling bling and no soul.

I think one of the strength with games like UT99 and TO is the "crude boxy design" which never cause you to get "stuck". On some games there are very detailed graphics but then it kicks back when one very detailed object blocks you're way or you somehow get stuck on it. For example it would really suck to try to jump over an office desk and somehow get stuck on the paper clip, pencil, phone or monitor on the table.


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moon_goat
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« Reply #8 on: December 05, 2012, 01:11:45 am »
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Maybe some dev can answer this question?

I was looking at the weapons video, and i noticed that there wasn't any shooting while moving. I was wondering if gun accuracy would still be the same while moving?

To me, that's what sets the tacops, UT and Quake games apart from CS games, and the skill ceiling is higher because of it. I've played a lot of games at a high level, and keeping accuracy while moving keeps the game at a higher speed, and as such makes it more aim and movement based! Also, i was wondering why the accuracy of the sniper changes according to your zoom-level? I understand stopping people from shooting without ANY scope, but how come accuracy changes between the different scope levels?

Thanks MEN
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aRny
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« Reply #9 on: December 05, 2012, 10:49:05 am »
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"I was looking at the weapons video, and i noticed that there wasn't any shooting while moving. I was wondering if gun accuracy would still be the same while moving?"

yes gun accuracy is not effected AT ALL by movement. Not even the recoil or aimerror are changed. Our goal is a fun, arcade like game promoting movement and speed. Not camping or standing still to get better accuracy. The only exception on this is on the sniper rifles, where the accuracy is only perfect when ZOOMED and not moving.

The scope has 2 zoom levels, and both are highly accurate. The 2nd Zoom is just a tiny touch better (we are talking a few milimeters in difference from 1st to 2nd zoom level). Without zoom it is very badly affected as seen in the video
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"Mjl86": damn i went to bed 8 hours ago and i get up and proto's still here!!
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