Its good, nice graphics, sounds, AI, the shields aren't really that great, but overall the engine is nice and smooth.
Now get a demo out, that isn't a tech one.
Thanks for your comment; I do take pride in delivering smooth game play and quality graphics.
Amazing work, Andy. I'm really glad you finished Coldgearz, I'm not so much a platformer guy and I always felt you spent alot of time on a project that was inferior to your potential, and now have the time to move on to more ambitious projects.
That said, it's looking great! It really gives me a great feel when playing. It very much reminds me of Attack on Colony, only this is much better, better graphics, better effects, but most of all, better gameplay, where Attack on Colony had annoying fog of war and movement that I didn't like, here it all *works*.
Especially moving was very smooth, I love it. Not the type where you can just stand there and play like you're a superhero, but not the type where you're too slow to completely dodge either. Especially the Dash makes things work, it's lovely and it reminds me of Gears of War, it's great how dashing makes shooting impossible as you look in the dashing direction, to find some cover, and then get back in the fight.
It did seem a little slow though when you fired many bullets and the enemy fired its shotgun, nothing that can't be resolved though. I also saw you did a nice looking barrier effect, though it works, having many barrier-sprites all drawn with transparency probably influences fps more than it should. (As in the end, the barrier, compared to other game content, isn't something that should recieve alot of computing power or attention.), and checking for collisions with dozens of objects is not a good idea either, you must realize that collision handling next to drawing takes up quite a bit of computing power.
Apart from that, filesize. I can't imagine what the executable size will be later on when the game is bigger, when this tech demo is already around 10mb. This isn't a shot at obtaining your graphics, or wanting others to take them, but I really honestly not think it's a good idea to go on like this. Testing takes alot longer cause of loading things that aren't required just to see if a little new feature works, and the game runs slower on older systems.
I wrote about it in MarkUp (very basic though). Basically the average gaming session may last 30minutes, in which you see 2 of the 20 levels a game has to offer, with each level having it's own resources (enemies, tilesheets, background sounds), you're only *using* 10% of all resources in any gaming session before turning off the game.
Now this is a biased example to make the example work, but you'll often be loading things into memory that you'll not require at all. Things like the Final-Mission screen being a 400x400 32 animation taking up like 20mb of memory is completely unneccisary, it'll add up further into the game.
You can use TARC (look it up), to professionaly secure your external data and load things (and free hem later) whenever you need to so that it isn't stolen, and that your game runs better. (It works now, but again, I fear memory usage in a few months.)
Lastly, Blazezone sounds a bit... Well cliche, just like 'Freedom Fighter', or an 'Aragon' in an RPG. No offence intended, really.. Just, I feel the project is worth something more sophisticated and more related to the story. (if it isn't already.)
Keep up the great work, looking forward to a new demo.
I very much appreciate this comment, it was very well detailed! I must say, you are very right when it comes to the barriers and needing to cut back the file size. One big problem I am now realizing is that there is a lot of junk in the GM7 that was unused. I will play around cleaning the source up and fixing some speed issues. This is something I will definitely have to work on.
I will be sure to look up the information you have provided and put working into this area!
As for the name – it may change, and don’t worry, I need the constructive criticism to improve. I take no offence.
Andy, that's freakin' beautiful, man.
Sorry, forgot that you asked about the FPS.
Avg FPS: 60 (It only went down when there were a lot of explosions)
Pentium 4, 3 GHz
1 GB RAM.
GeForce 7600 GS
Thanks a lot – and remember, it still has a long way to go! Thank you for the system specs and your frame rate.
now this is gold! pure gold!
I always try to polish my work, good to hear you enjoyed what you saw so far.
Some graphics are a bit too high contrast.
Just my two cents.
I have noted this and may try putting in some option for brightness.
Thank you for the comment!
Do to the release of this demo I have been able to fix several errors so far. Also there may be a preview in the upcoming issue of GM Tech. I also want everyone to know this map will not be part of the story, it is only for testing. I feel most already know this – but better to shot it out there so everyone is certain.