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slicer4ever's Journal

WoA IV - Looking towards WoA V.

Posted by , 29 August 2016 - - - - - - · 580 views

Good day to everyone, with the WoA IV wrapping up i'd like to create another yearly post-mortem from my perspective on things, and what i have learned this year for next year.

 

First of all i'd like to apologize for the initial announcement coming the way it did, I tried to silently skip out on the responsibility's for this years event, and that was in poor form, and i'm quite sorry for doing so. This year moving forward I'm going to work with khawk to try to move this contest into a more official capacity, this well likely mean some changes to the way things are handled, but for the most part i'm fairly certain this will result in a better contest in years to come. Unfortunately we are in the early stages so their's not much i can say in this regard. As for the contest itself, I feel we have begun to form a solid smaller community around it, as numerous entrants were returning contestants! I hope most of you can return for next years as well.

 

What went right? This is really the first year that i had several volunteer judges, for the most part finding a suitable judging team is quite the challenge, and it was pretty great to have most of that burden disappear almost immediately. I also liked the idea of only taking the top 3 scores in each category, Sometimes one judge just doesn't see the game the same way the others did, so I think this helps very much in those cases where a game is being brought down by one judge, but it also doesn't necessarily dismiss that's judge's opinions as well as they might have still given it a higher score in some of the category's. This helped yield a very tight scoring regime this year, in which most final scores ended up in the upper 70's/80's. I also think the more spread out prize pool was a nice thing as well, i know the lower prize pools were fairly small, but It's still something nice to look forward to. Going forward I'd like to keep a similar prize pool, my only worry with this is handling ties. This year i decided to duplicate the prize and give it to both in that prize, but if it happens on the top 3, well my wallet wouldn't be as friendly to doing so. I may have to consider in the future how to handle such situations(split that pool, or duplicate it if it's one of the smaller prizes). This year was probably the smoothest ran so far, I've learned quite a bit on the do's and don't's of operating this event now, and It's getting a fair bit easier to manage.

 

I also quite enjoyed competing this year, It's probably my only regret of running the contest is that i generally don't have the time/energy to throw something together. I competed the first year when cornstalk's handled things, and my performance then was hampered, and it showed in the end result unfortunately. This year i feel a bit redeemed in that regard, and am very pleased with my entry(even if i can't win any prizes :( ). Still it was enjoyable and demanding to be a contestant, and I know how orymus3 felt when having to switch gears after the contest and throw on that judge's hat.

 

What went wrong? Competing was a bit of a double edge sword, once the weekend started I about dropped most of my responsibility's to stay on top of participation, which lead to a fair bit more work after the contest to backtrack several days and get everything caught back up. I also made an absolutely terrible mistake with DKoding's game in that i initially packaged an older build, and still feel pretty bad about that one slipping through :(. Lastly SotL turned me onto using google spreadsheets, and while i made it work this year. It was not nearly as nicely formatted as the work he did last year, the only thing i felt i did better is that i added auto detection for finding which games the judge's have judged(which actually wasn't necessary this year).

 

what changes to expect for next year? I actually have pretty much nothing i want to change right now, and until me and khawk figure out exactly what needs to be done to make it an official competition their may be a number of changes that need to happen in that regard. Riuthamus has offered to help me construct a sort-of starter asset pack that can be used by contestants that don't have an artist, as well it seems that helper system was not used at all, so it might be a fairer compromise if instead of offering helpers, we provide some asset package that can be used.

 

Overall this year was again a pretty solid year, and i want to say thank you to all the contestants that competed, sponsors that helped with the prizes(stormynature, and iedoc). as well as our judge's that took time out of their schedule to give each entry some great feedback(JoshP, bacterius, and NightCreature). Also one last thanks to Thaumaturge who once again goes above and beyond in participation, I don't think their was a dev journal you didn't comment on(well maybe a couple). Till next year!

 

P.S: I'm open to any idea, so toss anything out you think might be worth changing, and I'll keep it in mind for next year.




WoA IV - My Results

Posted by , 27 August 2016 - - - - - - · 1,210 views

This is my scoresheet and feedback on each game, please note the feedback is under the scores, not above them!

 

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Team: 7 day masochists
Game: nameless
Download: https://drive.google.com/folderview?id=0ByRMOIz9rEO0NFlIUkg1MDlwVkE&usp=sharing
Members: IYP, newt
Tech: -

 

Gameplay: 15/25
Graphics: 16/20
Theme: 10/20
Audio: 7/10
FTUE: 4/10
Particiption: 10/10
Judges: 2/5
Total: 64
Thoughts:

 

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This actually is a decent start of a potential zombie game. Unfortuantly a number of annoying issues drags down the overall score. let's start with the bad, no ability to restart after dying means quiting the game on each death. combined with the way things start that requires probably a dozen attempts before you know how to effectively get out of the center of the hoard so you can actually explore and setup a defense. bullets don't seem to have any feedback, although their does seem to be zombie health as they do stop moving if shot enough. and although the graphics are fairly good, their's a noticable flickering of lights here and there, as well as sudden lag spikes. after probably 20 attempts i called it good(my last i was able to break away and explore abit.) onto the good, the ai is actually very well done, the zombies don't seem to get stuck on things very much, and are constantly following me. the controls are also pretty good, and natural for a third person shooter. even without instructions i figured out most things, had the game not required restarting on each death the FTUE would have been fairly high. Their also seems to be a vast world outside the facility, and a pretty nice skybox as well. As for theme obviously zombies fit for undead, but i didn't see much in the way of the other options. had a number of the smaller bugs been taken care of, I think the score for this game would have been much better as i do feel their is a solid start of a zombie game here.
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Team: Aletheia Game Studio
Game: Resurrex
Download: https://drive.google.com/open?id=0B9VrclvlENaSRE9KOVlxSGlZT0E
Members: cefleet, Rick
Tech: Godot game engine

 

Gameplay: 20/25
Graphics: 16/20
Theme: 20/20
Audio: 8/10
FTUE: 4/10
Particiption: 10/10
Judges: 4/5
Total: 82

 

Thoughts:
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Wow, i spent way too long on this game. I had every intent to eat every single cop that was on the street level, i was upto about 500 zombies eaten before....before the game finally crashed :(. I coudn't do that again, so anyway aestically the game is pretty good, I get a stop motion type feel from the graphics, and watching the trex regenerate it's form is very nice. obviously we hit undead with the trex, and i'm not sure if you were going for either shadows or evolution, but both were pretty well handled imo. The controls could use a bit of work, as walking around was a bit weird. knowing what body part does what is basically a crap shoot. I did discover the tail could kill people without actually losing body parts, but how to do so consistently eluded me. The music was low key and fit together fairly well. I enjoy the game overall, and liked the 2.5Dish setting presented to the player, the cutscene was fairly funny. however not being able to skip such a long cutscene (at least nothing i did let me) makes it hard to want to start it back up. It was fairly good entry all around!
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Team: Bytetroll
Game: runic
Download: https://www.dropbox.com/s/10vvhhgfhom6k9i/team_bytetroll_runic.zip?dl=0
Members: Bytetroll
Tech: self built, java, libgdx

 

Gameplay: 10/25
Graphics: 14/20
Theme: 8/20
Audio: 7/10
FTUE: 7/10
Particiption: 4/10
Judges: 1/5
Total: 51

 

Thoughts:
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Um, well it took me a minute to realize what i was looking at. a slot machine is an interesting interpretation, i'll give you that. I really only see the ruins element here. anyway, i'm not really sure what else to say, I've never really been big on slot machines so I wasn't sure what pattern's i was looking for. It's an interesting idea, and graphically looks pretty good. but their's not much else i can say about the game.
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Team: dmatter
Game: Gamut of Blob
Download: https://drive.google.com/file/d/0ByC640XVJpKJN1Nhb045MTZBMWc/view?usp=sharing
Members: dmatter
Tech:

 

Gameplay: 19/25
Graphics: 18/20
Theme: 16/20
Audio: 10/10
FTUE: 10/10
Particiption: 10/10
Judges: 5/5
Total: 88

 

Thoughts:
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What a truly excellent concept. The entire game's atmosphere is reminiscent of portal, humor interspliced into your journey through the game. the only issues i have with the game is it is too short, and the puzzles are fairly easy, or have very few fail conditions. Their are alot of interesting idea's here, the mish mash of different characters that can access different area's of the level. As well the game shows it could easily handle larger levels. I'm unsure if dmatter was going for puzzler, or for a journey type game, as their is a sort of finality with all your actions that built ontop of what came before. The game is graphically very clean, and the music adds beautifully to the atmosphere created. Overall a top notch game, something that could easily be a good time waster provided a good number of levels could be made. many props to dmatter for this years entry!
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Team: Frango Digital
Game: Labrat
Download: http://frangodigital.itch.io/lab-rat
Members: devn00b
Tech: -
Instructions: http://www.gamedev.net/topic/681151-week-of-awesome-iv-the-competition-thread/?view=findpost&p=5305744

 

Gameplay: 10/25
Graphics: 16/20
Theme: 15/20
Audio: 7/10
FTUE: 3/10
Particiption: 10/10
Judges: 0/5
Total: 61

 

Thoughts:
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It took me a bit to figure out why controls would not respond for me. I was in the middle of recording the game when i noticed my fps monitor was showing 4000+ fps for his game, but when recording bought it down to 600+ the controls seemed to be more responsive. I installed an fps limiting dll and volia by forcing it to vsync at 60fps the game was now responding to input. so onto the game itself, well it's not terrible complicated. flash a light to see the level for 5 seconds, and basically memorize your way through the level. unfortuantly level generation doesn't seem to generate blocks on the outer edges, and the start/end points always seemed to stay the same. just walking along the outer edge would get you to the destination. Their are zombies you have to watch out for, but in general they didn't seem to be a problem. the main screen being like a monitor over a room was pretty nice. I didn't see much else in the game to do, it's an interesting idea that could have had a better execution in my opinion.
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Team: Grey Army
Game: Sepulchre
Download: https://www.dropbox.com/s/dgqzskpzrshtsbl/Sepulchre%20-%20Grey%20Army.zip?dl=0
Members: Servant of the Lord, Celesol
Tech: C++, SFML, self built engine.

 

Gameplay: 18/25
Graphics: 17/20
Theme: 14/20
Audio: 6/10
FTUE: 8/10
Particiption: 10/10
Judges: 4/5
Total: 77
Thoughts:
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A decent but short game. The combat mechanics are interesting, but their is no indication of turn order, or which pets are suitable for what, so i stuck with the tiger and ... dragon, lizard? thing. once you learn that health carries between fights you can abuse this by defending and healing for a few turns. even so without doing that the difficulty of the encounter's don't necisitate much strategizing. I'm unsure what the buff does(makes criticals more likely if i had to guess.) The story is short, and kindof demeanted. I also didn't like killing the one guard who was on our side...actually several people were willing to help you, except you murder them in cold blood. Graphically things are fairly nice, although i'm not sure if the background art match's with the soldiers/main character, the two styles just seem a bit different to be meshed together. The audio is a good fit for each battle, but between battles the sound would cut out at times. Things were pretty easy to get going, the only issue i encountered was at the start hitting space bar too quickly caused the game to crash.
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Team: KodingNights
Game: Ruins Of The Risen
Download: https://drive.google.com/file/d/0ByvrLHH7mGvpVWlHekEyMTZxNTA/view
Members: DKoding
Tech: Java, own engine

 

Gameplay: 22/25
Graphics: 15/20
Theme: 18/20
Audio: 10/10
FTUE: 6/10
Particiption: 10/10
Judges: 5/5
Total: 86

 

Thoughts:
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When i initially loaded up this game on my main pc, i played it probably a dozen or so times initially, as i discovered their was a bug with level generation that prevented the player from directly accessing the clue to move on to the next level. after confering with dk he suggested i play on a different pc as the levels are randomly generated, but are keyed to each pc, so every player gets a different experiance, he also told me certain weapons could destroy the walls, something i had discovered once, but never found the weapons again. on my laptop I did get much further, the 4th in fact, unfortuantly it seems the bug struck again, as i was placed inside a room which had no way out, and no clue to be found (I had to deduct from the FTUE for this) :(. After an attempt at a restart i had reached the portal for the 3rd level when the game froze and crashed on me. I really did want to fight that boss that dk talked about, but unfortuantly I have no more pc's to play on. Overall I did find the game very enjoyable, and I quite liked the lighting and atmosphere presented. the evolution I feel was presented through stronger and bigger baddies as you progressed in levels, which seemed to be building up into some stronger enemy's. The variety of weapons presented was also very nice(with the exception of the SAW, which seemed to always ricochet back at me). I also think the shadow elements fit in very well with the atmosphere that was created. The audio was very well picked as well. controls were mostly great, other than the fact that you can't rotate while shooting, everything else worked great. I even tried with my 360 controller which worked as well. Graphically the lighting system was mostly on point, although it seemed that it was possible for the lights to stack in such a way it wash's out the color of the scene, sometimes making the particle effects detrimental to vision. speaking of the particle effects i do think they were relied on a bit too much, and could have probably used a bit of toning down in that regard. Overall this is a solid entry, I really wish the level generation didn't cause the issues i had, but I did get to play a fair bit of the game in my opinion.
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Team: Kseh
Game: Doom in the Shadows
Download: https://drive.google.com/open?id=0B_Q81-JW_FJJODBXa2h3T2lUdG8
Members: Kseh
Tech: C/C++, SFML, self built engine.

 

Gameplay: 15/25
Graphics: 10/20
Theme: 11/20
Audio: 6/10
FTUE: 7/10
Particiption: 10/10
Judges: 3/5
Total: 62
Thoughts:
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This was fun, although not much to see game. Having a series of wave's of undead swarm you is fairly fun. the weapon at your disposal(aptly named a shadow orb) is uesd to send the undead(and by send, a pretty awesome decintigration animation) back to their respective dimension. of course you can accidentally kill yourself by running into the left over shadow. i got to about having 20 guys chasing me when i accidentally ran into my orb and died. firing up the game again i encountered a crash fairly early into the game when i was near the bottom of the map, and decided i'd probably seen everything with the game. the map itself is moderate size, but unfortuantly is devoid of much in the way of things to see, besides a series of dead trees. I think the game itself is a good start, but needed some more polish near the end on map design and ways to kill things/be killed by things. overall a decently fun game.
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Team: mousetail
Game: Undead Evolution
Download: http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_id=32967
Members: mousetail
Tech: (not stated, speculated self built.)

 

Gameplay: 20/25
Graphics: 10/20
Theme: 17/20
Audio: 9/10
FTUE: 6/10
Particiption: 10/10
Judges: 5/5
Total: 77
Thoughts:
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At one hundred days the zombies shall know fear of the last remaining village! surrounded by spikes, and men whom are beyond super human(including one man with over 9000 health!) soon we shall take back the world, and be gone with the scurge that is the undead! this game was quite the time waster, the starting point is a bit challenging, and it's geneally not worth risking people to evolve so early on. instead setting up a parameter of maxed out spike's was much more cost effective, after the spike grid is setup the game becomes pretty damn easy. at about day 30 i figured i'd seen everything, but kept chugging along wondering if the zombie hordes could ever overwelm me. at day 100, and lagging down my computer a bit on each night passed, i figured no, they can't over come me. by day 100 i had mutated dozens of my citizens into unstoppable killing machines, requiring a battery of clinics to even get them up to full health after the mass of evolutions. the numerous genetic labs that lay waste across the landscape. this was all time i felt well wasted. very fun game, although graphically a bit short coming, evolution and undead are done fairly decently. Audio is fairly good and well fit as well. some of the controls could use a bit of work(a point and click game that doesn't at least support w/a/s/d as well as arrows?!) as well the ui itself is a bit odd design. overall a pretty fun and entertaining game.

 

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Team: Neon Light Games
Game: Relic Hunter
Download: https://drive.google.com/file/d/0B7OCTMofiWbhOTNORThvZ2Iyc1U/view?usp=sharing
Members: slicer4ever
Tech: C++, self built engine

 

Gameplay: 25/25
Graphics: 20/20
Theme: 20/20
Audio: 10/10
FTUE: 10/10
Particiption: 10/10
Judges: 5/5
Total: 100/100

 

Thoughts:
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Come on, what score did you expect me to give myself? :P

 

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Team: New New Things
Game: Forbidden City
Download: http://www.georg-rottensteiner.de/files/ForbiddenCity.zip
Members: Endurion
Tech: Self built, based on DirectX8, DirectInput, DirectSound (the "Xtreme" engine)

 

Gameplay: 22/25
Graphics: 18/20
Theme: 14/20
Audio: 10/10
FTUE: 8/10
Particiption: 10/10
Judges: 4/5
Total: 86
Thoughts:
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A pretty fun puzzle game in which you are limited by your latern and bound to the nearest torch. exploring the dark and not being consumed in the lack of light at first seems relativly easy, but as the level designs evolve, you get pushed to the limits. so much so that i eventually had to skip the 4th level(and what seemed to be the last real level, as the next level just had me walk forward into an end screen), as i simply could not do all 4 spirals and return to survive. it was challenging, and the spikes at times were annoying to say the least. but still the atmosphere presented is very nice. I enjoyed the game, but did find a few parts tedious. the spikes also were difficult to see, and generally required map memorization to bypass. graphically the game world kept up a very consistent style, and looked great, as well the audio was well picked out, and the background music excellent. Overall a great game!

 

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Team: SilviuShader
Game: Snake Undead
Download: https://1drv.ms/u/s!AjPyTC_8mu6ciNk1rVDhGayymPhfiA
Members: SilviuShader
Tech: C++, self built engine

 

Gameplay: 14/25
Graphics: 13/20
Theme: 14/20
Audio: 6/10
FTUE: 7/10
Particiption: 10/10
Judges: 2/5
Total: 66
Thoughts:
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This is a fairly simple to play game, unfortuantly it didn't seem to want to draw on my amd card, the background loaded fine, but the 3d models seem to be unable to draw. i hoped on my laptop which has a nvidia card, and things ran fine their. i'm fairly sure it's probably a shader file that's the culprit, but still i managed to get the game to play(i had to deduct a few FTUE points for this). gameplay wise it's pretty straight forward, eat graves as you progress to grow in length, however as time goes on you shrink faster and faster. their also is a random large grave that may or may not be helpful to you, unfortuantly it seemed to be unhelpful more often then helpful so i stayed away. the minimap is a nice feature, but to be honest i didn't feel i had trouble finding graves anyway. the controls were smooth and responsive. The audio background was nice, but the sound effect for picking up things sounded like someone had tried to just make it up with their voice, and wasn't a good fit in my opinion. Theme wise the undead was somewhat present with the skulls, and i did see a shadow on the floor snatching some tomb's before i got to them, but their use isn't too intrigual to the entire game. I thought this was an interesting entry, and didn't mind playing it at all.

 

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Team: Slaughterhouse Gaming Corp
Game: Light of Felin
Download: https://dl.dropboxusercontent.com/u/41065/LightOfFelin.zip
Members: Riuthamus, Jaden, MasterKG, iCompose
Tech: UE4

 

Gameplay: 17/25
Graphics: 20/20
Theme: 20/20
Audio: 10/10
FTUE: 5/10
Particiption: 10/10
Judges: 4/5
Total: 86

 

Thoughts:
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This was a pretty fun game, that was graphically very beautiful. unfortuantly a couple bugs in 2 of the later puzzles required asking the creators for help to solve, and basically both those puzzles were bugged and didn't work properly :(. the special power the player get's is pretty awesome, however it require's quite a bit of farming to actually get to use. their are also 3 icons at the bottom of the screen that i'm unsure what they are suppose to represent. audio wise is pretty well picked, and good sound effects. One minor annoyance i found was that upon death the zombies didn't reset, this allowed them to stack up, as well the zombies were capable of pressing on the platforms, making some find their way into the puzzle your working on. Theme wise the most promient two themes were ruins and undead, both of which imo were well represented graphically. I feel this game was a bit of an ambitios project, and while most of it's target were well met, their seemed to be a fairly limited number of puzzles, and the bugs in two of them only made a short game feel much shorter. overall a pretty good entry!

 

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Team: Something Fun
Game: Shadow raider of Ruins
Download: https://drive.google.com/file/d/0BwkUknY2eaT1V3BMZ25YYnRlbEE/view?usp=sharing
Members: ryan20fun
Tech: UE4

 

Gameplay: 20/25
Graphics: 15/20
Theme: 12/20
Audio: 8/10
FTUE: 8/10
Particiption: 10/10
Judges: 3/5
Total; 76
Thoughts:
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Their is an interesting effect going on here with the shadow mode. i quite enjoyed it, the hub idea was interesting as well. the controls handled well for this game, however as you are the shadow it was a bit difficult to see where stairs were, so i ran into walls sometimes thinking they were stairs to the upper level. their isn't too much in way of unique graphics, but what is their is fairly decent, and as the game is mostly played in the dark their isn't much need to see anyway. overall however it was fairly easy, although each map didn't seem to give an indication of how much treasure was on the map, and their seemed to be no specefic end point other than returning to the entrance. I think a few more days of polish onto level design would have helped quite a bit, and the concepts of lights were used pretty well. However shadows is the only theme that was well represented, it seemed ruins was the second theme, but the map didn't seem to graphically have much in way of what a dungeon would look like. I liked the idea, and the execution wasn't bad, a bit more work and it'd be the start of a good game.

 

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Team: Stout Walrus
Game: Stellar Salvager
Download: https://www.dropbox.com/s/r3gkhypzxikeqex/StellarSalvager_1.0.zip?dl=0
Members: ArThor
Tech: C#, self built engine

 

Gameplay: 22/25
Graphics: 17/20
Theme: 20/20
Audio: 9/10
FTUE: 7/10
Particiption: 10/10
Judges: 5/5
Total: 90
Thoughts:
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Wow, what a game this is. graphically the sun and god ray effect is just amazing. however the players ship seems like it was left untextured. anyway, it looks mostly amazing. gameplay it's also very very fun. the tensions get higher and higher as you have to make risker and risker plays to get closer to the sun and find more salvage. the only thing a bit disappointing is once you do reach the base, their's no victory condition to be fulfilled, so i proceeded to dive bomb the sun and got a closest distance of 16. truely the start of a potentially amazing game, this was very well done, although their are some rough edges, it has a lot of potential. controls leave a bit to be desired as the ship rotates a bit too fast, but it's pretty easy to adjust to, however moving too fast makes making mistakes very easy, something that can be difficult to recover from in the midst of the panic of your overheating ship. the theme was very well met, in fact i might say this is the only entry that used shadows as legitament shadows mechanic, rather than a lack of light as most other entry's had done(mine included). This game was very well done overall!

 

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Team: Thaumaturge
Game: The Shadows Twisted
Download: https://dl.dropboxusercontent.com/u/58334662/TheShadowsTwisted.zip
Members: Thaumaturge
Tech: Panda3D, python.

 

Gameplay: 18/25
Graphics: 14/20
Theme: 17/20
Audio: 7/10
FTUE: 8/10
Particiption: 10/10
Judges: 3/5
Total: 77
Thoughts:
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another year, another difficult game by thaumaturge it seems :P. but at least this one seemed to be the easiest so far, at least for me. I started off by killing things, and thought i could slowly wipe things out, but their seems to be a spawn generator in some rooms. so it took me probably 10 or so tries before i started to become somewhat decent at the game. Their is a pretty hefty bug with spawning in that level resetting either doesn't clear everyone, or doesn't reset the spawn generators right, as dying even a few times and i start to be presented with rooms of 20+ guys and it also starts to bog down my pc. it took quite awhile to get everything down to consistently get past the first room, after a number of tries to get up the spine of the skeleton, i concluded i had to just run past the enemy's there. The hand elevator was a pretty cool set piece. I get to the circular room and have to fight about 7 or 8 guys at once, a tough battle, but i had learned moving while healing was key to survival, so i ran around in circles slowly picking off guys. then i meet mr. boss, who can fire a ridiculous number of projectiles, and if that's not enough a number of ads were also roaming around attacking me. At this point i realized i was not meant to beat this game, and called it. I probably spent an hour here to just get to the boss. most of the enemys are pretty decent, the agile melee guy and the range attacker are good enemy's. the guy who charges you and can block is annoying bastard though, the other problem with him is that his type of enemy can stack on top of each other, meaning when 1 hits, it's effectively 3 guys smacking you. eventually you learn to backpedal on him though, and he also becomes fairly managable. graphics are fairly simple, focusing on a bone structure in various shades of light blue, actually it's fairly decent to look at. The enemys are actually pretty cool designed as well and look like actual other worldly ghosts, so i give heavy props to those designs. Audio wise was a bit left to be desired, the sounds the ghost makes are something that i found a bit annoying, i think some better choices could have been made for them. the gameplay idea of taking away light to heal was pretty good idea, but i'm not so sure i liked the fact taking damage is increased, either way i learned to eventually always move due to the extra damage being dealt, at first i tried sitting in corners with my shield up, but it rarily kept me alive. Speaking of the shield, i didn't find it too helpful, this is because you can't move while having it up. I understand it'd be way too op if i could keep moving while having it up all the time, but even doing something like half speed would have made it more useful. As it is i found myself very rarily using the shield, instead focusing on a hit and run strategy to battles. I think this game actually could be pretty great, but it still has alot of rough edges that need polishing out first.

 

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Team: Unicore
Game: Prometheus
Download: https://drive.google.com/file/d/0B1nSU4JSGSWiNWo0SHBtcWh2eHM/view?usp=sharing
Members: Orymus3
Instructions: http://www.gamedev.net/blog/2219/entry-2262184-build-instructions/
Tech: Unity

 

Gameplay: 20/25
Graphics: 15/20
Theme: 18/20
Audio: 10/10
FTUE: 7/10
Particiption: 10/10
Judges: 4/5
Total: 84
Thoughts:
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A very fun tower defense(sorta) game, it's a bit hard at first to build up your towers since the waves seem to have no time between attacks, so you are left a little bit hoping that things are laid out somewhat the way you want. The onslaught of skeletons start to get pretty real after awhile, and even with 7 or 8 maxed out defense blocks i quickly got overran. Theme is pretty solid with undead and ruins, although ruins is a tad bit of a stretch with the graphics. graphically it's pretty simple, it works, but nothing extremly impressive or anything. the controls could have had some type of ui element as well, even though i was told in the beginning what buttons do what, i kept mixing up 2 and 3 at first thinking 3 was the unearth ruins button. I do enjoy the openness of level design, and wished i had a bit of breathing room to actual design defenses, as it stands it's mostly a mad rush to get things going before being overwhelmed. as well the speed at which prometheus walks is a bit slow, and if your defense has alot of objects getting around can be difficult to repair the breaking items. This was a pretty great game though, i liked it, and think it has some more potential there.

 

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WoA IV - Post mortom

Posted by , 14 August 2016 - - - - - - · 842 views

Ah, it's done, 1 hour to spare i might add! The level editor proved to come through, and i was able to build 4 levels, the 4th being my most massive. It was a pretty intense week, going from "this doesn't seem to look right", to "this looks amazing!" was a wild moment. having that first real level load up and the lighting system come to life was a moment of glee for myself. I'm hoping that others well think i hit my two targets of ruins and shadows. although i'm fairly certain i've nailed shadows, ruins might not get the full points as i've kinda antiquated ruins with abandoned and made the levels look like abandoned dungeons. o well, that's for the other judges to decide.

music and atmosphere i feel i've nailed quite well, the only audio cue i don't think 100% fits, but is close is the monsters scream when he finds you, it's really close to what i envision, but not exact enough. I definitely feel though the rest of the game benefits from the eerie feel with the background music, I was even able to toss in a little sound effect for walking on bones(which actually does help the monsters find you a bit better).

Performance wise i'm a bit worried, there are two issues with the lighting system, the first is that lights that can't be seen at all aren't culled before reaching the pipeline, and second without using stencil's i'm effectively copying the whole screen to another texture to composite the final light map. this means every light is basically two full screen post processing effects. I tried using a smaller framebuffer for the lights, but their seemed to be random artifacts that'd pop up. so if you have performance issues trying out my game, trying lower the window size, as this benefits in two ways. first only the tiles within the view bounds are drawn, and only the objects on those tiles are also drawn, so a smaller view bounds reduces the number of possible lights at once, and reduces the amount of pixel processing required.

AI and gameplay i'm quite happy on, all the fine tuning on the monsters i feel they are in a great place, menacing enough to be a real threat to the player. and mostly intelligent(although when directly chasing the player they can get stuck until the player is out of range, as they change to a charging system rather than using the pathfinding system in place for normal movement). I didn't feel it happened enough to warrant spending time on fixing, and honestly i probably only notice it due to how much i have played the game.

Level design i'm pretty happy with, level 1 is small and introduces the basic's(unless you get lucky and don't encounter the monster at all). level 2 introduces doors/keys and is bigger, level 3 throws in a different way to approach the game, which gives you a key and you choose which doors you want to open in search of the exit. and level 4 i imagine is where some people well say f it as it's twice the size of 2 and 3, and much more complicated with potentially 4 monsters stalking around once all doors are open.

My original idea was for a singular level in which you are being stalked by a monster, while simultaneously finding journals to unravel a mystery about the place you are in, however as i suck at making stories, and the level editor wasn't finished until late friday, i scaled back my overall intentions to what we have now. something i'm still quite pleased with, and might actually find the level editor some future use.

as for my framework, this is it's first real game it's made something after the last year has been toiled in developing it for cross platform, while i'm only distributing the game on windows, i'm fully confident it'd run equally well if i got the build environments in place for linux, mac, android, and iOS. it was also extremely nice to work with, in the past things i've developed always seemed to hinder me, and cause me to eventually scrap everything and restart, like how this one came into existence. but honestly nothing of my framework hindered me in development, perhaps i'm finally at a point where i can grow it out exponentially rather than scrapping it every couple years.

This was a good week, i'm happy with the results, and overall am proud of what i produced!

Here's footage of me running level 2. note the key doesn't always spawn there, i just kept getting really lucky apparantly(and unlucky obviously).



Game download: https://drive.google.com/file/d/0B7OCTMofiWbhOTNORThvZ2Iyc1U/view?usp=sharing

 

edit: corrected video audio desync.




WOA IV - Day 6

Posted by , 14 August 2016 - - - - - - · 569 views

Today has been productive as all hell. having the level editor done has freed up so much time in designing things, i was a bit worried about how the shadow system would play out, but now with a real level i think it works phenominally well. Pathing generation is done, collision systems are done, audio is 90% done, ai is done. goddamn all that's left is some polish on the levels. I wanted to make a larger game with this premise that basically was a mystery of sorts(with the same gameplay mechanics), but right now i don't have the time or story to implement something of that scope, so i've scaled back to having a series of levels in which you must find an artifact(scroll right now) and then make it back to the exit without being caught. The atmosphere is fairly creepy, and the monster is now intimaditing imo. I hope people well enjoy it:

 

 

I'm still quite awake, so i can get a bit more polish done on the menu's before tomorrow with the level design.




WoA - Day 5

Posted by , 12 August 2016 - - - - - - · 416 views

Damn it's been a long day, the map editor took way to long, but alas it is done, and i quite like her i might say. she could find use in the future. wiring up so many ui elements, was a damn chore, and am thankful to be done with the majority of it. I do need to think of a better system for storing the registered events as right now it's fairly lazy list that is iterated over whenever a ui item dispatch's an event, and well a map editor make's that quite a long list. even if i don't see slow downs i do feel their's room for future improvments with that.

 

as for the map editor, here is the bare bones results right now:

 

 

i'm not that happy with the shadows, they are mostly their, but don't have any softness around the edges and look wrong. I have an idea on how to fix them, but i really can't afford to keep tinkering with the renderer, so unfortuantly they are probably going to stay like that.

 

I actually have a fair bit of energy left in me, so I think i might try getting the collision system in place before sleep. tomorrow comes path finding system which should be fairly quick, then just drop in a little gameplay sugar on top and we'll be off to polish land.

 

well, hopefully that's how it'll all go.




WoA IV - Day 4

Posted by , 11 August 2016 - - - - - - · 361 views

Well today i spent most all day working on my level editor. i've made decent progress with the...UI. lol, i spent way to much time making the ui fairly useful, in fact i wasted 3 hours writing in both a scroll bar, and list box for use with the map editor. I probably should have short cutted some things, but well i can create, save, and load maps pretty smoothly now. i still need to be able to populate the maps beyond just the background tile's. but i'm fairly close to that point now so i'll probably be there tomorrow. I have to lay some more foundation for my actual game world before i can start populating it.

Posted Image

 

I absolutly need to be finished with the level editor and working on gameplay tomorrow. if i'm not there by the end of tomorrow then things are going to be looking bad for me, i'm hoping i can be basically done with the level editor with a few more hours of work.

anyway, that's it for me tonight, good luck to everyone else!




Day 3 - Light system done

Posted by , 11 August 2016 - - - - - - · 465 views

Today was the last day of the week i had to work, and unfortuantly i didn't get much sleep the night before so for the most part i was half tired the entire day. Eventually i just called it a night fairly early at 9, and figured i'd get some solid sleep in to be refreshed for the next day. anyway, i did stick out and got my lighting system in place:

 

 

I'm pretty stoked having the system in place, my next goal is the level editor to be in place. then friday thru sunday i plan to focus on getting the actual gameplay done.




Woa Iv - Day 2

Posted by , 09 August 2016 - - - - - - · 426 views

In year's past the with work, and staying on top of all entry's and organizing things has kept me from being able to attempt throwing something together. but this year i have half the week off after tomorrow, so I figured i'd jump into the gauntlet and put myself through the paces like all the other contestants :). obviously i can't win any awards. anyway, I have my own cross-platform framework i've written, and i figured this is a good chance to see how flexible it is!

my idea is to take a cross between the themes of shadow, and ruins. the basic premise is that you are in some random ruins finding artifacts, however a monster is stalking the place, so you have to stick to the shadows, the monster is quite bright, and wonders around the level searching and stalking the player, which requires hiding in the shadows of the light cast from the monster's lantern, if the player is bathed in it's light then the monster well come barring down onto the player. the main focus of the game well be for getting a high score on how many artifacts you find along the way.

it's fairly simple, but that's my immediate goal to get done, and today was mostly about getting alot of the underlying code work in place to make everything work, to which has culminated in this image:

Posted Image

Till tomorrow, and good luck to all contestants!




One code base to rule them all!

Posted by , 24 December 2015 - - - - - - · 701 views

For quite awhile i took a break, getting frustrated with my progress on my framework. recently i've decided to come back with a new plan in mind, get it to the point that it can be used to make something. originally my goal was to fully flesh out each module, while the core and platform modules are mostly done, the original plan was to gnerialize a renderer for DX12, DX11, DX9, OpenGL2.1, OpenGL3.2, OpenGL4.5, OpenGLES2, OpenGLES3, and apple's Metal. this would obviously take awhile, i was also finding problems in unifying the OpenGL and DX api's. finally i've made some decisions to fast track development to the bare minimum of portability. this means that i currently have mostly finished DX11, OpenGL2.1, OpenGL3.2, and ES2 renders. the main goal is to unify these api's into a more generic one that doesn't abstract too much of the underlying graphics concepts(shaders, vertex/uniform/index buffers, framebuffers, textures, etc are all still relevant.) however i do make some alterations to the concept of shaders(rather than being an individual module, a shader is a complete vertex/pixel/geometry unit, and textures/buffers are bound to shaders, not slots.)

 

overall most of these design requirments have been met, and today i've reached my milestone of supporting iOS, Android, Windows, Mac, and Linux. and as such i have this image:

 

Posted Image

 

Each one is now at a point that i can make my game with, granted i only have android to test on(something i coudn't take a pic of since i have no other camera then my android device), so i know that this code might and probably won't work on every possible device out there, but if it hits most of them i'd be happy. my next step is to get the audio module to this point, and finally the network module. once all 5 modules are done, i can make my game, and slowly finish out the framework as i go along. but for now i know that in order for me to find motivation again, i need to get to another project.




Week Of Awesome III - Postmortem

Posted by , 02 September 2015 - - - - - - · 527 views

This is my postmortem for the WoA III. I have been mulling over what many of the contestants have said, what has been discussed. I tried to reflect more on how to improve things for next year. The one word i've seen thrown around quite a bit is "disappointment", not in the contest itself, but each competitor's feelings toward what they created, and where they placed. This is not a word I want associated with this contest. Everyone that competed should feel a sense of accomplishment for what they've done is no small task, however it seems to be the biggest thing i've noticed in nearly everyone's initial reactions. This I think is caused by the nature of what this week is. It's a competition, and as such placing poorly can be disheartening, I understand this very much. It makes me wonder if I should bother ranking any entrys at all(and to be honest it is something I'm going to give alot of thought to for next year). I want to reward the truly excellent entries, but not make others feel like what they worked on was for naught. I think another thing that might have been a problem is an overly large prize pool. yes it was nice being able to hand out such large prizes, but I don't like that for anyone that didn't place, they could only see disappointment from the results(this of course isn't true for everyone, but for most it seems to be the common theme). In this regard I think I will institute a monetary cap to prizes, so that it does not become so much about winning.

Secondly the theme for this year, I felt it was much better than last years, but it's nowhere near perfect. One of two major complaints were seen. First off there was the relatively obvious "use your death to advance", which many contestants seemed to want to avoid using, and I do think many succeeded in that regard. I do believe that when looked into deeply their are a number of possible interpretations, but overall it was still kind of restricting. So with this in mind, I have decided that next year multiple themes will be presented, and you well be tasked with incorporating at least 2 of the themes into your game(likely a total of 4 themes will be presented). This will also most likely mean more abstract theme concepts, but we'll see what I can collect for next years.

On the topic of judging itself, I feel some work is to be done here. Eck himself created a great scale, and I attempted to make it as a guideline for each judge to use, but I don't believe each judge followed it adequately. Secondly I also put forth some basic guidelines for how a judge is to treat games. However still I think this requires more refining to get right. Judges are still going to have their individual takes on each game, but I'd like to narrow the margin between how widely different a game is scored by two different judges. Perhaps I need to take a firmer role when I see how each judge is addressing individual games, If i see a score that is vastly different from how the rest of the judges have scored a game I should perhaps ask for the judge to reevaluate the score. Or alternatively perhaps i should only average the 3 highest scores. I plan to give this thought on how I might improve the way judging is done.

Next, I had hoped by adding a reward for reviewers, it would have given more incentive to others to give feedback and review games. Unfortunately there wasn't any real strong uptake in what was seen in terms of feedback. I'm not sure if i will keep this reward in for the future, and was a bit surprised to see so few actually partake in it. I'm really not sure what to do to encourage others to share there feedback.

I have much to think about, and I doubt i'll get it all right next year either, but hopefully next year well be an improvement over this years. Thank you for everyone that competed, supported, and helped this year! Till next year's contest!






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