Killpixel Feedback: Better Late Than Never?
Sorry, I'm very late to the party. If no-one's interested any more, then the TLDR version is "Yay Killpixel, that looks awesome, keep going!". Otherwise:
Are you interested in retro-styled FPS games?
Yes, and your demo video looks great; can't wait to see more.
If so, what is something you want to see in this type of game?
Simple game mechanics (like in Quake) that are easy to grasp and intuitive, so you can just pick up the game and start playing.
And secrets/easter eggs to encourage and reward optional exploration.
Also (maybe this is not a direct answer to the question) that the final game is cross-platform, incl. running natively on Linux.
What is something you do not want to see?
Cutscenes, a heavy-handed story, voice-acting; anything that ventures in the direction of B-Movie rather than game. A "story" told by/revealed in the levels themselves during gameplay is fine of course, but the focus should be on gameplay and not narrative.
And as a corollary to what I wrote above, complicated game mechanics, e.g. RPG-style elements etc.
About the soul tethers: I'm kind of in two minds about this one. On the one hand, I like the fact that it's creative and new, and I kind of like the idea of in-game saving for the same reasons I like in-game difficulty selection in Quake start maps.
On the other hand, I have never felt that the ability to save was a bad thing in any game I've played, and have often wished that I could in games where it was not possible. I kind of feel that the soul-tether idea could be implemented well enough so that it does not become a huge problem, but that I'd always feel that unrestricted saving (like in Quake/Doom etc.) would be better.
Honest question: why is it important to prevent the player from e.g. save-scumming? The way I see it, either the player won't because they don't like playing like that -- in which case the soul tether/save limit system is not really necessary -- or they would want to because that is their playing style, and then the save limit system becomes frustrating.
Is it not a little like using invisible clip brushes to prevent players from reaching an area that should be out of bounds, but that could be reached with plenty of patience and skill were it not for the clip brushes? I mean, is not better at some point to give the player the freedom to play the game the way they want to, even if it means they might not experience it exactly the way the designer envisioned?
I guess I'm explaining this badly, but is it not tempting when you've made a level or an entire game and you've poured all this time and effort and passion into it, to want to (metaphorically) grab the player by scruff of the neck and say "Look at this! Now go here and look at this!", whereas the trick is ultimately to let go and just allow players to roam and do their own thing? I kind of worry that the soul tethers might be a case of the former...
CR8 Set Base
#14984 posted by anonymous user on 2017/07/10 17:15:01
That Was Me
#14985 posted by mfx on 2017/07/10 17:15:17
Will You Ever Stop
#14986 posted by
negke on 2017/07/10 17:29:16
Second shot has major Hadley's Hope vibe. Gonna get Fox'd!
Never Stopping
#14987 posted by anonymous user on 2017/07/10 18:15:19
Hadleys Hope is sth. i didn't know of until now. Thx!
@mfx
I like base but prefer other styles in Quake but man those shots are looking beautiful. Looking forward to playing this.
@mfx
I like base but prefer other styles in Quake but man those shots are looking beautiful. Looking forward to playing this.
Map Finished Mfx
#14992 posted by
madfox on 2017/07/11 00:54:01
@yeh1 - : Thanx for that! I used Gamextractor to get out of the Chasm. Made a new wad for it on Quaketastic and also the inspiration to make a new fan-vent models. The 3OView showed the two models, but the others are used in another pcx format and crash the viewer. So for models I have to play the game a lot. Started with the dino.
@- Barnak : No it's a pizza deliverer that uses self supporting sparechange.
Fucking Mfx Man
#14993 posted by
Drew on 2017/07/11 01:07:38
only criticism I could possibly level at above RubiCR8 shots: slightly distracting degree of tiling with the sand texture in shot 1.
eg rotate and increase scale a bit? or rejig texture?
I Am Mfx
#14994 posted by Tronyn on 2017/07/11 01:54:27
All your base are belong to us.
Mfx
#14995 posted by
Mugwump on 2017/07/11 02:01:34
stands for Mapping Freak extraordinaire...
Moody AF!
The X In Extraordinaire
#14996 posted by
Mugwump on 2017/07/11 02:04:09
was supposed to be capitalized. Fuckin' autocorrect.
#14997 posted by
PRITCHARD on 2017/07/11 02:11:19
mfx's shots look very dark, which I like but have been told off for doing before. The double standards in mapping!!!1!
Honestly though, I hope to one day be as accomplished a texture wrangler as mfx is. I'd like to imagine that I'm halfway there, but that's probably an optimistic estimate... This stuff is amazing!
#14998 posted by mfx on 2017/07/11 02:46:16
#14999 posted by mfx on 2017/07/11 02:47:53
15000!
#15000 posted by mfx on 2017/07/11 02:49:48
Lol I Derped
#15001 posted by mfx on 2017/07/11 02:51:40
15000 Fail!
#15002 posted by
Mugwump on 2017/07/11 02:58:04
Duplicate of #14999...
Really digging that ongoing neon band in #14998.
@Pritchard Darkness is fine as long as the important stuff is properly lit or signalled. And these shots don't look that dark to me.
#15001
JFC that's nice. Hopefully we can play this soon.
Fucking Hell
#15004 posted by
Drew on 2017/07/11 03:13:59
fuck you mfx, seriously.
asshole.
@Mugwump
#15005 posted by
PRITCHARD on 2017/07/11 03:29:03
I personally think that everyone is a wuss for being afraid of the dark. People seem to have this obsession with high visibility, even though you really don't need to be able to see what you're shooting that well in Quake.
I really like what mfx is doing with their lighting, plenty of bright highlights that are well placed/used appropriately. I just feel like if I made my level as dark as I had originally wanted to...
1. The water would look even worse. Seriously, where is my lit water support?!
2. People would complain that they couldn't see well on their 17" 2003 matte TN panel that they use in direct sunlight
Things like hiding the floor in darkness (ala
https://i.imgur.com/U59qE2D.png) and only highlighting the edges with light are things that I would like to do, but my experience last time I posted my own screens has made me wary of trying...
@madfox
#15006 posted by yhe1 on 2017/07/11 05:27:11
#15007 posted by
gibbie on 2017/07/11 06:02:11
mfx, amazing shots, very impressive! Although I do feel the contrast between the sky and everything else is a bit too much.