I just discovered this forum :-). I've finished a beta version of my first game: Attr-X and I thought I'd announce it here. I would be happy to receive some feedback on it.
Technical: The game is made with the Esenthel game engine, although I used FMOD for sound. It's a 3D game, and you'll need a decent graphics board to run it. Oh, and I don't have a mac version ready just now. Only windows.
About: I wanted to make a virtual world where you can move around in, and move sounds in 3D. Sounds are presented by furry balls. You can drag them around, carry them or (using edit mode) make them move on a fixed path. There's not really a goal. It's just about exploring and listening to sound.
Since it is the first multiplayer beta, i'm running the server on my own computer. That means limited upload speed. This may influence the performance. It also means that I have to adjust some settings when my provider changes my IP address. That happens about every two weeks. In other words the server will not be online all the time.
I hope you'll enjoy my game and look forward to your comments.
On default settings (1280x768,shadows,high detail) I get only 9 FPS, so I turned off shadows and set the resolution to 1024x768, and lowered detail to get around 20 FPS. Weird, since I played Half Life 2 Episode 2 with around 30-40 FPS.
I took the liberty to make some screen shoots of some areas I really liked (note this is on low detail):
This "game" is really an experience. Alone in a strange world, surrounded with weird sound and noise I felt like I was in Silent Hill again. When I found a group of balls together, the sound they produced gave me the creeps. I like the whole atmosphere and the graphical style even though I don't know how will it look in the end.
It would be interesting to see some caves in this game since caves have interesting acoustical properties. Maybe some ancient architecture, forests, swamps,watterfalls as well. You could really get creative if you have the time.
Yeah, I know the video requirements are a bit much. The engine I use is targeted towards 'serious gamers', so to speak. I made this choice because I really wanted to be able to enjoy the world when I walked in it. And also, since I am working on this project on my own, and in my free time, I take into account that it will be a few years before it is really completely done. I don't want to end up with outdated graphics when I get to that point :-)
On the other hand I have realized that I could have made some textures and models a lot less complex and still have good results. I'm learning the graphic design while working on this project. It's not really my area. I will work on a graphically better balanced world during the summer.
I also like your other suggestions. I have implemented some acoustic differences over the world, but quite subtle. Caves should be a good addition, once I know how to design them. One of my ideas is also to implement walls that can be turned on and off by the players, with acoustic consequences. But that will take some time to implement.
Thanks for trying this out and giving some feedback. It's really motivating when that happens.
Ha! It refers to ' extending attributes'. The title is not really referring to the content of the game, but more towards the object oriented programming. The first my software was only intended for live performances I did with a friend, where we both had our own approach to programming electronic music and tried to combine those. We used it as the name for our duo, and my software was called the Attr-X software. But then it started to evolve in this online multiplayer idea, and the name just stuck. I considered some titles like 'SoundBalls' and such, but decided that Attr-X sounds and looks in a way.
Perhaps I'll better add this to the FAQ on my website :-)