Nocturnal Testimony [Demo]

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B@z
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Location: Hungary

Nocturnal Testimony [Demo]

Post by B@z »

My game if finally close to end!
So i want you to try it out, and tell me if you find bugs please!

Here is a video: http://www.youtube.com/watch?v=aCNrJEwaoZs
And here you can download the game: http://blud.freeiz.com/up/nocturnal_testimony.zip
(if it keeps disconnecting, try this one: http://dl.dropbox.com/u/2055073/nocturnal_testimony.zip )

Please tell me if you find a bug!
Also if u dont mind, please try it out in network :3 (since its 3 players cooperative game x3)

Thanks for all who tried it out!
I corrected some critical bugs, and reuploaded.


Since i got a job, probably i won't have time to continue this project, so i'll mark it as a demo.

Thanks for feedbacks!
Last edited by B@z on Tue Aug 10, 2010 11:28 am, edited 1 time in total.
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CuteAlien
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Post by CuteAlien »

Nice video. I don't have enough time today to play, but will try to check-it out next week. Girl looks a lot like the one from blood+ series :-)
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shadowslair
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Post by shadowslair »

Hey, nice one! The models are very good, although they badly need some AO. I like the editor :) . What is definitely missing is sound effects. You may need to improve the animations a bit. Probably just a bit bigger fighting cylinder space will be better, because right now I feel like being put in a gladiator cage every time I enter a fight. I have no chance to test the networking, sorry. I`m not really a fan of this type of games, but it is definitely interesting.

Keep it up! :wink:
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
B@z
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Joined: Thu Jan 31, 2008 5:05 pm
Location: Hungary

Post by B@z »

AO?
yea sound effects are missing because of the short development time.
bigger fighting area? well yeah, but we would need a bigger map for that, and this is just a demo. shows what we are capable of :3

thanks for feedbacks ^^
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serengeor
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Post by serengeor »

I tried your game and It was really impressive but I didn't like the Cage thing , and defeating enemies was far too easy.

You should make the enemies to block player attacks, because you can basically just spam the attack button :).

Good luck with improving it! :wink:
Working on game: Marrbles (Currently stopped).
B@z
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Location: Hungary

Post by B@z »

thanks. well, i cant change the cage thing, but it sure needs enlargement. basically those cages are meant for avoiding double encounter, or other trigger start.

and the blocking thing is good idea! maybe ill implement it in the next version! thanks
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TheMrCerebro
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Post by TheMrCerebro »

:lol: this very well.
Keep it up.!!!
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shadowslair
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Post by shadowslair »

B@z wrote:AO?
Sorry, thought it was obvious. I meant Ambient Occlusion baked on the texture. :mrgreen:
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
B@z
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Location: Hungary

Post by B@z »

cerebro: thanks
shadows: hmm i dont know how to do it.. XD and i use neither 3ds max or maya
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CuteAlien
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Post by CuteAlien »

Yeah, nice demo. Worked fine here and showed everything you need in a bigger game - even AI and Network - so good presentation.

I think the easiest way you could improve looks further would be to add a lightmap to the floor (well it might be hard with some formats, which format did you use for the floor?).
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B@z
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Post by B@z »

thanks ^^
well the lightmap.. is there a way to generate lightmap in irrlicht?
the terrain is the simple terrainscenenode from irrlicht, using a bmp, but made in the map editor, so can't make lightmap from outside the editor.
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kazymjir
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Post by kazymjir »

Wow, nice!
ent1ty
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Post by ent1ty »

B@z wrote:thanks ^^
well the lightmap.. is there a way to generate lightmap in irrlicht?
Irredit has a lightmap generator :o
It is a little buggy near edges, but for outdoor scene it should be more then good.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

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B@z
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Post by B@z »

afaik irredit isnt open source. so i dont know how they do it ><
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CuteAlien
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Post by CuteAlien »

We always did them in the renderer application, so I have unfortunately also no experience with other tools.
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