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Distant Souls Demo available for Download!

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Matias Goldberg


First, there's bad news: Distant Souls failed to run on the spec. machines from Intel Level Up contest! sad.png
Therefore, it's disqualified.

Now let's change the subject:
There's a DEMO AVAILABLE FOR DOWNLOAD!!! smile.png

You may have seen I a forum thread about it in GameDev



    [size=1]Update: Uploaded new version SVN 608, which fixes incompatibility issues with Intel 4 Series & nForce 6150. Thanks for your feedback!
    System requirements:

    • Windows XP/Vista/7
    • Intel Core 2 Duo 2.2 GHz or better/AMD Athlon 64 X2 5000+
    • 2 GB RAM
    • NVIDIA Geforce 8 series or better / ATI Radeon HD 2000 series or better (Shader Model 3.0 compliant with full VTF support)

      Unsupported Hardware:
      The following hardware is known not to work. And it's really hard to support them, this list not likely to be reduced:

      • ATI Radeon X1000 series
      • Intel GMA 950 series
      • GeForce 6200 (??? needs confirmation)

        Gameplay Videos:


        Ways you can help:

        • Share! Follow! Subscribe to my videos smile.png
        • Does it run in your machine? Post all your 5 Logs, they are in the file %AppData%\Distant Souls. Also post all your *.rpl files there so I can reproduce your bug.
        • What do you think about the game?:

          • Do you like it?
          • Is it fun?
          • Was there something you spent too much time to figure out?
          • were you stuck?
          • Did you enjoy it?

            Didn't enjoy it? Then tell me! You won't hurt my feelings! Games are an iterative process. We will work on it as many times as possible until we're all 24hs addicted.
            This is valuable feedback and please post your results!

            IF YOU OWN AN INTEL HD 3000 PLEASE SHARE YOUR EXPERIENCE WITH US!!! I'm 99% sure the game didn't run in the contest because of that GPU, even though, it's ought to be capable to run it. I need to fix that!



            Plot summary

            Distant Souls takes place in the historical events in Dyrvingahl. Long before the start of the game, a dark being killed Nathan's parents, destroyed his entire village, and started a war between the Three Proud Nations.
            15 years later little is known about the dark being and those few who track him down call themselves hunters; each hunting it for it's own personal motive.
            Today, the world is in complete turmoil, many factions constantly form alliances to take over cities; lasting their control as short as the alliance was formed; while hunters have to make it's way through to reach their ultimate goal.
            Player's hunters will have to face with the decision to involve in local affairs or stay distant as much as they can.

            This is a repost from my Dev. blog
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Looks pretty cool, thought I'm not able to try it out yet. Is it your own engine ?

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Thanks! Yes, own engine. I use Ogre for Graphics, Havok for Physics & OpenAL for sound; but the integration and the logic part (plus some Havok customizations where possible) is completely mine.
Also some of the tools are of my own, including: Ogre Meshy (Ogre Mesh viewer, Open Source), Lua Debugger attached through TCP/IP, lots of Python plugins for Blender.

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I noticed that you said the current quality doesn't reflect the final quality of the game. Are you looking for graphics freed back yet, or only game play. Additionally anything in specific that you would really like input on Matias?

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Hi, both please.
I'm constantly improving every aspect of the game. I know there are graphic improvements yet to be made, though it's good to hear feedback to see which areas need more priority and what I may have missed.

Same goes for gameplay. It's unfinished because it mainly focuses in the Boss fight, leaving combat and platforming elements unattended or unbalanced. But again, it's good to hear feedback from all elements (boss fight, combat, and/or platforming) in case there's something I missed, something I think it's good but everyone else disagrees, or even good ideas that could be easily implemented and could be great additions.

Thanks for the comment!

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The graphics look pretty decent, although higher res textures would improve it a tad. Plays good too. One thing is that having to keep right MB pressed in order to have an actual speed might get tiring. Consider making running the default and using the RMB to precision slow-walking? Would be cool if there were dialogues/interactions with the NPCs too. Anyway, only thing I couldn't find is how to exit the game! I hit Esc when playing, nothing. I tried other keys, same thing. How *do* you exit?

Good job though. What do you plan on doing with it when it's finished?

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The control scheme will improve based on the data gathered from this demo (originally the game was more about spending time walking rather than running, but in practice it ended up being the other way around)
NPC interaction is planned and little remains to do, it just didn't make it to this demo.

How to Exit the demo: Press enter to bring back the menu. You can quit there. Alternatively, Alt+F4 will work. I'll bind the esc key to also bring the menu, thanks for the suggestion! (I missed that because in the development release Esc is bind to immediately quit the game, which isn't normal in any game)

Once the game is finished, I'm planning on a commercial release through digital distribution. This is why I'm working non-stop and analyzing the reaction to the demo to correct any misdirection towards non-fun elements or critical aspects that are missing.

I'm glad you liked it :)

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