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Thread: game testing please. the 'MonsterGame'




game testing please. the 'MonsterGame'
user name
2006-10-20 21:08:40
Fantastic game. it makes me want to bail on my current puny
2d game in favor
of 3d.

I think it's great as it is, but if you want some
suggestions, here's a few:


It's so fun to watch the skull bounce that I want to see
other weirdly
shaped objects go flying. This may be an easy way to add
variety to the game
without having to make the strategy more complex. Simply
have a set of
different items other than the skull (or different types of
skulls). Either
they're random, or the user can pick them, or something. You
may even be
able to implement different High Score tables for each item
type.


~Hanford

On 10/19/06, Noisecrime_PIPEX <atic73dsl.pipex.com > wrote:
>
>
>
> From: "tomas" <tomastitoonic.dk >
>
> > Well its part personal preference and part
necessity.
> > I havent been able to transfer my
lightmaps/tx-coords from 3dsmax,
> > So all the textures are baked as 'completemaps'
(lightmaps and
> > diffusemaps collapsed)
> > This means that texture resolution is to low on
most objects..
>
> > I'm hoping to find a soulution to this.
>
> Whilst the preffered solution is to export seperate
bitmaps for lightmaps
> with different uv's for the two channels, there is a
workaround.
>
> Simply export your diffuse and lightmap bitmaps
seperately as you would
> with
> normal lightmapping, but in Max, do NOT re-map the
lightmap channel! That
> is
> don't apply automatic unwrap (or remove it if applied
automticaly) ,
> instead
> use the base uv's. The easiest way of doing this is to
set the mapchannel
> for lightmaps to 1 (ie the base layer) - remember not
to unwrap, so it
> uses
> the base layer uv's, then render your lightmaps and
export the bitmaps.
>
> Now taking your original w3d file, all you need to do
is import the
> lightmap
> bitmaps and apply them to the second texture layer.
Since sw3d copys the
> first layer UV's to all subsequent ones (unless you add
texture layers),
> the
> mapping will still be correct.
>
> The obvious drawback to this system is that the
lightmaps will be
> unoptimised in terms of space, using the base texture
mapping, but the
> seperation will allow you to play around with including
higher resolution
> base textures and lower resolution lightmaps (simply
rescale lightmaps in
> photoshop since it wont affect the mapping).
>
>
> Noisecrime 2006
>
>
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>
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game testing please. the 'MonsterGame'
user name
2006-10-21 14:12:07
Yes indeed that is one fun little game. Congratulations.
Very strong work.

One wants to bat the skull so as to make it land on or very
near the little
incline to the left. This *may* give it enough spin to
propel it some
distance.

It's interesting to me that this game is so fun. It's not
obvious that it
would be so fun, were one to simply describe the idea. But,
then, games
apparently are not simply describable by their concepts. The
experience they
support is an important part of what makes them fun.

I note that you are Danish, Tomas. Is your monster Nordic?
Looks a bit like
the Tasmanian devil. But has other elements. The look on its
face when it
misses badly is very funny.

You stress "games with character". I appreciate
that emphasis. It really
does have atmosphere and character.

Is baseball popular in Denmark?

I would think this would be a homerun in the USA, given
their predilection
for baseball (and batting skulls!).

ja
http://vispo.com


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game testing please. the 'MonsterGame'
user name
2006-10-21 21:41:05
Suggestions:

Delete the far lamp on the left at the edge of the cliff. It
blocks the
nicest of shots. Nice shots are one of the pleasures of the
game. Having the
nicest of them blocked by a lamp is annoying.

Implement a keyboard alternative, as someone else suggested.
The game is not
good ergonomically. It needs keyboard functionality so you
don't disable
people.

When the player misses, let the second and third clicks
bypass the funny
monster responses.

The degree of variability in what happens when you hit the
skull is really
good.

ja
http://vispo.com




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