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[4E4] #40: A Violent World

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Hey, a little late but I thought I'd follow the stream and ask what you think of our game. :) I'm part of Team GBG and our game is called A Violent World. Here's a screenshot in case you don't remember it or if you haven't played it yet: We started working on the game pretty much right after the contest was announced I guess. I have a screenshot here, taken on the 11th of may. :) (just saw this on the contest page: Start Date: June 6, 2005 at 12:00 AM EST, so I guess we did get started pretty early. :)) We used OGRE (as you can see I guess) with the PyOGRE binding. I guess the choice landed on them because we've touched OGRE in the past and me and viblo really like Python (and I'm pretty sure Alexander does too, now ;)). It seemed like a good choice and it really has been nice to work with. Well I won't bore you with more details (unless you ask of course), so on with the real purpose of the thread: What did you think of the game? Did you even try it? :)

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I'm actually still playing this now.
Its weird, because normally I wouldnt even take a second (or first) glance at this kind of genre yet I'm hooked.
Its quite difficult at times, and theres some random crashes which can be annoying, but as a whole I find it really addictive.
Out of the entire list of games, this is #2 on my list( - everybody knows whats #1).
Good job.

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Indeed it can be difficult. Especially on the later levels. The first level is extremely trivial. The second one can be pretty hard in contrast I guess, the next level is even more difficult because there's the pirate ships (and a lot more zombies) and the last level... well to be honest I haven't completed it myself. :D But I think viblo or his brother has, so I guess it's possible. :)

We made sure that the first level was extremely easy because we didn't want people to get turned away because the first thing that happened was that they died (a flaw that some of the entries does have).

Anyways, cool that you like our game. :) We do too.

We're painfully aware of the bugs though. Especially the crash bugs, of course. Unfortunately the site/person (www.blinkenlights.se) who hosts our SVN is down right now and he hasn't been able to get his computer up and running again, or we'd be working on fixing some of the problems so that we could release a better version for tomorrow.

Btw, gamedev staff, if we did fix a better version, would you use it instead of the one you are currently hosting? Not for the contest of course, but just for having a better version for people to download.

Also, I really really recommend you read the manual. It has some information that can be important to know. There's stuff missing from it though, sadly (stuff I forgot to put in it).

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We removed it before uploading it to gamedev, I'm afraid. In retrospect it was a small mistake, since, as you say, you need to beat the "simple" levels to get to the interesting one(s).

The level will restart if you lose, enter a name and hit enter, but I guess you already knew that.

I must say I really think it's cool that you are "having to re-beat all the levels" :D It means you must've played the game a couple of times by now? Only entry I played more than once, I think, was Zirconia (although I didn't beat it the first time).

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Are you kidding? I love this game. It tends to get really slow at times, which makes beating the levels that much harder, but it's really fun.

Suggesions...
Textures - maybe more varied for the ground, and more carefully created and applied for the buildings/robots/etc.
Soundtrack - I like the song, but more than one would be nice.
Turret/wall - Sometimes when you rotate a turret, the control will switch over and try to build a wall.
Name - Does entering your name do anything?
View - the view is hard to control. The right click - pan is nice, but difficult to use, as it doesn't rotate you around any obvious point on the ground. As well, the zoom/scroll-wheel seems backwards.
Zombies - It's hard to see where the airlifted guys got dropped. You can't see through the blimps, and you can't see them through the turret/wall they're destroying, so they go unnoticed. Perhaps having the turrets/walls/structures glow red when they're under attack?

I'm loving this one [grin].

[Edited by - Avatar God on November 10, 2005 12:32:32 PM]

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Thanks for the comments. :) Btw, are you playing with high or normal graphics? Cause high ==> snow ==> a lot less FPS :)
Also, enabling shadows will reduce the FPS a lot as well.

Textures - maybe more varied for the ground, and more carefully created and applied for the buildings/robots/etc.

Yeah, we know. They aren't really the greatest around. Can you say programmer art? ;)


Soundtrack - I like the song, but more than one would be nice.

Yeah, that would be nice. Although I must say I really like the music Mould's Room made for us, very non-typical for an indie game imho (i.e. not just something done on a synthesizer). But yeah, more music would be cool. But I'll save that favor for my next game. :D

Turret/wall - Sometimes when you rotate a turret, the control will switch over and try to build a wall.

I'm pretty sure this only happens if you are too quick to start moving the mouse after you press down the mouse button. It's really kind of ugly (the click vs hold solution) and should be reimplemented.


Name - Does entering your name do anything?

Yeah, it gets entered into your highscore. We were pretty close to having an online highscore thingie, but it didn't make it into the release, sadly. I'm afraid there might be a crash bug though if you don't enter anything under some circumstances.


View - the view is hard to control. The right click - pan is nice, but difficult to use, as it doesn't rotate you around any obvious point on the ground. As well, the zoom/scroll-wheel seems backwards.

You can switch to FPS mode and back with SPACE. Might help. :) I guess the zooming might be in the wrong direction, I thought about that too now that I played the game. I thought I fixed that. Heh.


Zombies - It's hard to see where the airlifted guys got dropped. You can't see through the blimps, and you can't see them through the turret/wall they're destroying, so they go unnoticed. Perhaps having the turrets/walls/structures glow red when they're under attack?

They're not zombies, they're ninjas! And yeah, sometimes they can be dropped right inside a turret which makes it kinda hard to see them. Although I've never had a problem seeing where they get dropped, maybe it's only if the airship is pointing in a specific direction?
You're right, some "under attack" indicator would be nice. For now, we'll label it as a feature: The ninjas are EXTRA sneaky! :D



Oh, and this might be of interest: It's easy to make new maps. Well, it's easy to design where you and the enemies start and so on, but it isn't as easy to make a new heightmap for them, cause you need to generate the texture for it, create a normal map for it (the tool for doing that should come with the game), and you need to add a material for it.

But the fun part is the level design, and if you wanna try that, it's as easy as first checking game.cfg to see in which order levels are started, and then figure out which level you want to base the new one on. Then backup the levelX.cfg file and look inside it. It should be pretty easy to understand how to make new levels. (you can also rearrange the order of the levels so you can play the snow-level first ;))



Oh, and if the game crashes, could you post and say what you think might've caused it? (i.e. what happened right before it)

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Wow, cool.

I didn't think about being able to make my own maps... I'm gonna have to try that!

So, the ninjas [smile]. When my view is at default, the ninjas get dropped under the blimps, which I can't see through. Once the blimp decides to leave, I can usually see them, unless they've hidden inside something.

Seriously, I'm going to have to try this custom map thing :) That, and the spacebar [grin].

Thanks for the fun game!

//edit. Also, it just crashed for the first time. I had entered my name after Level 1 (Deserted Area) when it died. Don't really have any other useful information...

//edit. One last thing - when the lasers fire, the line continues back behind the turret, but without the red color.

[Edited by - Avatar God on November 10, 2005 4:47:36 PM]

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Going FPS is awesome! So much more cool to look at.





So, someone *has* beaten snowstorm on normal? Cause I'm not sure it's possible...
It would be possible if I could either destroy or shoot through walls.

[Edited by - Avatar God on November 10, 2005 5:41:45 PM]

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I usually don't play RTS and thought that this game is great: very different from the typical RTS; I liked the music too.

I was one of those who thought the difficulty jump from the 1st and 2nd levels was way too high. Took me quite a few tries to beat the 2nd level. I find the 3rd level pretty much impossible for me (any tips? ).

Like others have said, a save game or password option would've been nice.

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Well... go find the game.cfg file... (C > Program Files > A Violent World > Game Data > game.cfg) and change the code to something like...

[Campaign2]
Name = Normal
Levels = level6

To skip straight to the snow level on Normal difficulty.

As for strategy, build turrets FAST, then expand and upgrade. Get used to where the zombie farms start showing up, and it should be easy (until the freaking snow level).

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Of all the games, I thought this one was the most fun. It has a kindof addictive charm to it. Very creative. My only complaint was that the tutorial took too long, and didn't explain the more difficult parts way too well.

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Quote:
Original post by xaver
I usually don't play RTS and thought that this game is great: very different from the typical RTS; I liked the music too.

I was one of those who thought the difficulty jump from the 1st and 2nd levels was way too high. Took me quite a few tries to beat the 2nd level. I find the 3rd level pretty much impossible for me (any tips? ).

Like others have said, a save game or password option would've been nice.


Ok, some tips. :)

On the second level, start by building to "the left", towards the flamer and machine-gun site. Build the walls starting from the middle of the wall you have, so that when the second wall gets built, the last piece of wall will be almost in the middle (it won't quite reach the middle - but its enough to "touch" them) of both sites. You now have access to level 2 machine guns and flamers. Now, you should be able to beat it pretty much by just building level2 machine guns, and if the zombies or ninjas get too close, switch to the level2 flamers and quickly rotate towards them.

One thing I don't think is mentioned anywhere - the machine guns will only target stuff within a certain range, BUT, if they are firing and they miss their target, they will hit whatever is behind it no matter how far away it is. So it is possible to kill far-away graveyards with a high-level machinegun.

Although, for the largets graveyards, I don't think it's even possible with the machinegun so you better activate either the REM (Robot to Enemy Missile, for those of you that didn't read the manual ;)) site or the laser sites.




On level 3, Hell vs Water, start with activating the machine gun site closest to you. The wall should be built ALONG the building so you get the most wall/robot ratio, and the wall should be on your side of it.
The next thing you do, place a turret on the opposite side of it, closest to where the first graveyard spawns, and upgrade it - you should be able to kill it before the second bunch of zombies come out of it.

Then build your way down and activate the REM Site, and also make sure to put a level2 turret on the wall you built by the machine gun site. A graveyard should spawn there quite soon (it might already have).

Things to do next on the list: Activate the laser site so you can switch between lasers and machineguns depening on how far away the zombies are. Also, you might want to reinforce a wall or two depending on how much damage the pirate ships do.

You might also want to try and reach the second robot factory (the space ship) to get more robots, but I don't think it's necessary for completing the mission (although I usually do it). Another thing that can be very useful is to degrade/demote turrets to get your robots back.


Quote:
Original post by The Senshi
Of all the games, I thought this one was the most fun. It has a kindof addictive charm to it. Very creative. My only complaint was that the tutorial took too long, and didn't explain the more difficult parts way too well.


Yeah, it might've been too long. But as I mentioned, we tried to take it really slow and easy in the beginning so people wouldn't get pissed off. Nothing worse than dying in the middle of a tutorial and having to replay it to see the end. :)

But yeah, a second more advanced tutorial was on my mind, but there never was time to make it.


And really, thanks for liking our game. :D

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Quote:
Original post by Avatar God
Wow, cool.

I didn't think about being able to make my own maps... I'm gonna have to try that!

So, the ninjas [smile]. When my view is at default, the ninjas get dropped under the blimps, which I can't see through. Once the blimp decides to leave, I can usually see them, unless they've hidden inside something.

Seriously, I'm going to have to try this custom map thing :) That, and the spacebar [grin].

Thanks for the fun game!

//edit. Also, it just crashed for the first time. I had entered my name after Level 1 (Deserted Area) when it died. Don't really have any other useful information...

//edit. One last thing - when the lasers fire, the line continues back behind the turret, but without the red color.



Yeah, the enter-name-hit-enter-crash-bug. Ugly thing. :( SHOULD be not too difficult to find though.

What do you mean with the laser thing? I think you are right (also very ugly solution), but I didn't know it was visible. :)

Quote:
Original post by Avatar God
Going FPS is awesome! So much more cool to look at.





So, someone *has* beaten snowstorm on normal? Cause I'm not sure it's possible...
It would be possible if I could either destroy or shoot through walls.


Nice screenshot of the laser. :D

And the laser can fire through _anything_. As can the flamer. The laser will deal damage to all enemies in its path, so if you're lucky you can kill multiple zombies in one shot.

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Guest Anonymous Poster
Quote:
Original post by X-0ut
Any tips for 'Snow Storm' ?
I find this stage incredibly hard, zombie spawns pop up right near the base etc.


If you still hasn't made it, and but still are intrested:

0. First, change game.cfg so that snowstorm comes first :)

1. When I play, I usually start by connecting the close machinegun factory, then building a turret (with one upgrade, always do 1 upgrade to every turret if possible) in the northwest corner to counter the small graveyard. While waiting for the stuff to be built, I also place wall orders so that the flamer, laser, one turret half way to the laser, and 1 wall to the southeast rocket.

I tried to go west to the ram sites or north to the close robot spawn, but I think the south west is the best area to build in.

2. The next step is to build walls around the south east rocket, and thanks to the already placed order, only three sides needs attention. Also, I place a turret directly north of the SE rocket, to counter the small site spawning there in just a moment.

3. Place a lot of turrets around the first rocket. Dont forget to upgrade them 1 level.

4. Now its just a matter of aiming and changing weapon in the right time. When there is no close danger, change most of the turrest to lasers, and point all at the same zombie site, wait until its dead, repeat. In between, when the hordes from the SW big zombie site get close, change to machinegun and flamers. The moment when the first wave attacks is the hardest to survive, but don't give up!

ZombieBosses (the bigger of them) are a lot stronger than the small ones. They also has armour, which means it will take very long for a machine gun to kill one. Therefor try to use laser/flamer against them, and machine gun on the small ones. The same holds for zombie sites, a big zombie site cannot be killed by a level2 machinegun (in hard at least), and Im not sure that a medium sized can do it, at least not effectivly.

Also, at any time the turrets dont have any good target, aim them at the pirate ships. You might lose your rocket (in hard at least) otherwise, and they will surely kill some turrest and walls.

ps
I just managed to win on SnowStorm (hard) for the first time! But the same method should work for normal to, just that its a bit easier. The one big change compared to normal is that zombies and thier graveyards have a lot more hp, and a lot more armour, meaning the machinegun a lot less effective against ZombieBosses and graveyards, and laser/flamer is a bit less effective.

/viblo

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