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Nocturnal Testimony [Demo]
Posted: Sun Aug 01, 2010 2:23 pm
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!
Posted: Sun Aug 01, 2010 3:44 pm
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 :-)
Posted: Sun Aug 01, 2010 7:19 pm
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!

Posted: Sun Aug 01, 2010 8:29 pm
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 ^^
Posted: Sun Aug 01, 2010 8:35 pm
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!

Posted: Sun Aug 01, 2010 8:51 pm
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
Posted: Sun Aug 01, 2010 8:53 pm
by TheMrCerebro

this very well.
Keep it up.!!!
Posted: Sun Aug 01, 2010 9:18 pm
by shadowslair
B@z wrote:AO?
Sorry, thought it was obvious. I meant Ambient Occlusion baked on the texture.

Posted: Sun Aug 01, 2010 10:00 pm
by B@z
cerebro: thanks
shadows: hmm i dont know how to do it.. XD and i use neither 3ds max or maya
Posted: Fri Aug 13, 2010 7:30 pm
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?).
Posted: Fri Aug 13, 2010 10:02 pm
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.
Posted: Fri Aug 13, 2010 10:11 pm
by kazymjir
Wow, nice!
Posted: Sat Aug 14, 2010 9:57 am
by ent1ty
B@z wrote:thanks ^^
well the lightmap.. is there a way to generate lightmap in irrlicht?
Irredit has a lightmap generator
It is a little buggy near edges, but for outdoor scene it should be more then good.
Posted: Sat Aug 14, 2010 3:07 pm
by B@z
afaik irredit isnt open source. so i dont know how they do it ><
Posted: Sun Aug 15, 2010 5:57 pm
by CuteAlien
We always did them in the renderer application, so I have unfortunately also no experience with other tools.