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Post by tensionsplice on Mar 26, 2020 21:32:12 GMT
Hi All! I used the third person shooter & AI templates to create "Gunslingers of the Wasteland vs. The Zombies From Mars". This is a sequel to a game I made about a year ago called "Terror in the Atomic Desert" (not made with Invector) and has a plot inspired by cheesey scifi B-Movies where you must stop a mad scientist from taking over the world. Here is my first attempt at a trailer: Link To Steam Page
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Post by tensionsplice on Apr 17, 2020 2:35:33 GMT
Added a Big-Head-Mode feature:
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Post by Invector on Apr 17, 2020 14:14:27 GMT
The first trailer made me think it's was an asset flipper at first, but the second is starting to become something cool.
By adding features like BigHead which is definitely a cool feature from the 90's and you have start working on a custom UI, these unique things you've put on make your prototype look like a game.
I would definitely work more on the level design though, even though it's a 'cheesy B-Movie sci-fi' type of game you could still elevate it to another level, things like objects to go from point A to point B, keys to open doors, NPC's to help with funny quests instead of just walking and shooting generic enemies.
Another thing that could be good is to limit the walk area, instead of making the player walk for miles and miles on an empty terrain, limit the walking area to a close but interesting level with things to do, even if it's just a funny commentary from the protagonist when inspecting an object will make the player interact with the world and discovery the personality of your protagonist.
Before publishing anything on Steam or making a trailer, you should release a closed alpha and hear the feedback from gamers, not only to fix bugs but to see what they think of the game.
It's quite a harsh feedback, but it's intended to make you a better game developer and push you to create something really cool, I hope this post is useful to you and others.
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Post by uberwiggett on Apr 18, 2020 3:53:09 GMT
Yeah when i first viewed it I thought it was borderline asset flip. Really need to alter the UI even if it's just with other graphics, it's about making your system unique. That being said, I think it's borderline because you're not using the demo scene, you've actually made a map, made enemies that aren't vbot, and even added in tanks as enemies etc so there is some effort there.
Seeing the second video, you've modded the UI and that's great, the tickets with the silhouette items look really nice, and it's a cool direction. And yeah big head mode is fun. You're also throwing more of your own creation in there so that's great.
Your game still looks pretty average but it doesn't look like it's trying to be the next halo killer so it's fine in my books. Good job and looking forward to seeing it in the future! will add it to my steam wishlist if I can.
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Post by tensionsplice on May 12, 2020 2:25:46 GMT
New Trailer, similar kind of scenes to the old one, but I got rid of the electronic music and replaced it with some more wild west type music that a friend was kind enough to make for me.
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Post by tensionsplice on May 12, 2020 2:40:03 GMT
The first trailer made me think it's was an asset flipper at first, but the second is starting to become something cool. By adding features like BigHead which is definitely a cool feature from the 90's and you have start working on a custom UI, these unique things you've put on make your prototype look like a game. I would definitely work more on the level design though, even though it's a 'cheesy B-Movie sci-fi' type of game you could still elevate it to another level, things like objects to go from point A to point B, keys to open doors, NPC's to help with funny quests instead of just walking and shooting generic enemies. Another thing that could be good is to limit the walk area, instead of making the player walk for miles and miles on an empty terrain, limit the walking area to a close but interesting level with things to do, even if it's just a funny commentary from the protagonist when inspecting an object will make the player interact with the world and discovery the personality of your protagonist. Before publishing anything on Steam or making a trailer, you should release a closed alpha and hear the feedback from gamers, not only to fix bugs but to see what they think of the game. It's quite a harsh feedback, but it's intended to make you a better game developer and push you to create something really cool, I hope this post is useful to you and others. No worries, thanks for the feedback. I've got some of the stuff that you mentioned, such as keys opening doors (a requirement for 90's style gameplay) and various objects to interact with such as newspapers (see below) and bits of notes left around by your enemies to further the plot. For the levels I am trying to go with a mix of big open outdoor spaces and more enclosed indoor ones such as the one you can see in the trailer where you're inside the martian base fighting robots. If you have any more suggestions I'd love to hear them.
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Post by tensionsplice on Jun 2, 2020 2:04:04 GMT
Not the most sophisticated of features, but I've started playing around with having the enemies starting off with different animations states. Of course the first one that I had to include was this:
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Post by y2splashy on Jun 4, 2020 11:46:17 GMT
Hi All! I used the third person shooter & AI templates to create "Gunslingers of the Wasteland vs. The Zombies From Mars". This is a sequel to a game I made about a year ago called "Terror in the Atomic Desert" (not made with Invector) and has a plot inspired by cheesey scifi B-Movies where you must stop a mad scientist from taking over the world. Here is my first attempt at a trailer: Link To Steam Pagecould you please list the assets you used in your game. and also how did you add the grenade thrower object on the assault rifle, thanks really appreciate it.
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Post by tensionsplice on Jun 18, 2020 2:33:54 GMT
Hi All! I used the third person shooter & AI templates to create "Gunslingers of the Wasteland vs. The Zombies From Mars". This is a sequel to a game I made about a year ago called "Terror in the Atomic Desert" (not made with Invector) and has a plot inspired by cheesey scifi B-Movies where you must stop a mad scientist from taking over the world. Here is my first attempt at a trailer: Link To Steam Pagecould you please list the assets you used in your game. and also how did you add the grenade thrower object on the assault rifle, thanks really appreciate it. The throwing is just Invector's ThrowManager, I set it up the same as it is in the demo scene except I switched the grenade for a stick of dynamite to make it more setting appropriate. The environments were made using this pack, plus a bunch of other stuff. Most characters were made with Adobe Fuse.
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