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Can someone PLEASE test my game?

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Hi guys,

It's not a real game yet, so just run around and explore, comment on controls and usability. Try to break it, and it probably will - I'm a long way from the end:)


Much appreciated!

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Really? I had no idea you would need ANYTHING extra.
I published it using [url="http://msdn.microsoft.com/en-us/library/bb464156(v=xnagamestudio.40).aspx"]these instructions[/url] and it says the requirements are: [CODE]
Must be running, at minimum, Windows XP Service Pack 2.
Must have a video card that supports, at minimum, Shader Model 1.1.
[/CODE]

What exactly are you downloading?

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Not too bad for a start. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]


Camera seems a bit low to the ground (feels like about knee height). Think about the height of the door for instance. A normal door would be around 2 metres high - so the camera should be around the 1.7 metre mark for eye level of an average/tall person.

The field of view might be a bit narrow too. How many degrees FOV do you have set for the camera? I normally use 60 degrees. The current field of view feels very straining on the eyes. I know I wouldn't be able to play it for long this way as motion sickness would set in pretty quick (for me anyway).

Also, all of the doors are pivoting at the centre (you probably know this allready - if you don't, it may be a bug).

So, there is my input. Please reagard this as completely constructive [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] as you have gotten your project to a point futher than I have ever persisted with mine.

Keep up the great work!

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Hi Ole_92,

It was the Client Framework for the C# component. You would not have been affected as you have the prerequisites on your dev machine.

It installed as part of your installer. It wasn't in anyway intrusive, but added substantially to the install time.


--edit--

actually the above link you posted even mentions the pre-requisites

[quote]The [url="http://go.microsoft.com/fwlink/?LinkId=199021"].NET Framework 4.0 Redistributable[/url].
The [url="http://go.microsoft.com/fwlink/?LinkID=148786"]XNA Framework Redistributable 4.0[/url].[/quote]

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Hi Lonewolff,

First of all, thank you so much for your comments! Especially about the field of view - I've changed it to 60 degrees and it's SO MUCH better now!
I will have a menu where a user can set up their own graphics settings.


Everything else - yes, I'm aware of, it will all get fixed before the next update.
Good point about camera height!

Hmm, I guess that my game does need extra downloads (unfortunately). Sorry about that.
Did you have to get both of the ones you have listed?

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Well maybe it's not that much [i]better[/i], but it still lets you see more things!
I also tried Pi/2, which is 90 degrees. and it looks really cool! Would be good for scary scenes (I'm making a horror game).


The one I'm attaching here is 60 degrees FOV (was 45 before).

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Good work... what engine are you using for this? Sunburn, or your own thing?

It was very hard to get the key under the bed (either it was obscured by the bed or I was too far away to grab it - there was a very narrow section where I could grab it)

I can't figure out how to use the key.

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Oh, I still haven't done that yet - it will most likely unlock a locked door from inside.
Yep, I will move the key closer to the edge of the bed. Thanks for pointing that out.

I'm using [url="http://bepuphysics.codeplex.com/"]Bepu[/url] physics engine, and I'm quite happy about it!

Even though I run into the problems very often, I wasn't stuck on anything longer than a couple of days..

Their forums are very helpful, there's an administrator there, "Norbo", he always replies quickly and informatively, without doing any work for you (which is just what I need!)
I highly recommend it if you're after a physics engine.

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The FOV looks much better now [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]

I would possibly also reduce mouse sensitivity a little bit and toggling between windows and full screen mode throws out the direction atht you are looking at.

It is the finer points that makes the difference between something that is thrown together and something that is awesomely polished. It is often a fine line, but every tweak counts.

I personally don't move past a problem until I am completely happy with the result.

I look forward to seeing how this progresses!

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Ok, I've updated my game, if anyone is interested, please follow [url="http://www.gamedev.net/topic/624045-test-my-game-pls-first-update/"]this link[/url]. Any comments or criticism will be regarded and attempted to implement

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I would recommend targetting the reach profile instead of HiDef, really it doesn't make any noticable difference but allows lower end cards to be used such as the integrated chipset on my laptop, I will try it on my desktop tommorow its just right now its 11pm-ish and I can't be bothered to fire it up (I know, I'm lazy).

Easy to fix the target profile. Just click project> [projectname] properties and there will be a radio button for you to click.



And yeah, the user will need .net4 and xna, not the full SDK's thankfully (irritatingly terraria downloaded both .net 4 and xna redistributables on my lappy even though I have visual studio 2010 on here with both set-up????), the autoinstaller deals with that nicely.

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Four-month-old thread. Though I'll give the game a shot. The required distributables total roughly 50MB, but you might already have the 40MB .NET one already installed.

My opinion: the game isn't bad, I like the style even though it's not epic art. There are a few graphics glitches, for instance the door design is... well... let's just say doors don't turn like that in real life. Also the second floor doors bleed through the first floor ceiling when they're open. And the physics engine is a bit glitchy at times, I think I lost a red ball through the stairs at some point.

The controls were a bit rigid and awkward, I am used to "E" to jump and "space" to use, but that can be fixed by implementing key bindings.

Gravity is a bit weird, if feels like I'm on the moon when jumping - are you sure it's been implemented properly? Also the lack of shadows makes it quite difficult to judge distances, I think adding some shading to distinguish different surfaces a bit more would help.

Gameplay-wise, there are some odd things I had trouble with. Finding the key was easy, using it took a bit of work (I tried to move it into the lock, but then I realized it needed to be in the inventory and I had to "use" the door). In the next room, the purpose of the red balls, book and gray tablets (dunno what those were meant to be) was - and remains - unclear to me, did they actually have any use? The "forcefield" splitting the room in half, that required jumping over it to cross was not at all obvious (or was it a glitch? I'm not sure - I couldn't walk through it unless I jumped). If there was anything beyond this room, I didn't reach it - all the other rooms were empty.

All in all I don't regret downloading it, it's a good start. Would play the final version.

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