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Author Topic: RiRiWA Alpha 0.1 [Link]  (Read 763 times)

« on: October 12, 2013, 07:16:01 AM »
RiRiWA Alpha 0.1
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Overview :
-Your bike has been broken by the creature from the darkness called "Ririwa" (Sundanese ghost), you need to find a way to go out from the forest
-There are many creatures in the forest, watch out!

Controls :
-W = Move Forward
-S = Move Backward
-A = Strafe Left
-D = Strafe Right
-F = Flashlight

----------------------------------------------------------------
*Note : This is the alpha version of the game, so there are maybe a lot of bugs, and weird things...

Link :
http://www.mediafire.com/download/njjc44060vv225j/RiRiWA_Alpha_0.1.rar [74 MB]

Some bad screenies (The game includes frontend, menu, and an ending)

Using 3drad 7.22 on :
PC :                                    ASUS UL80VT:
Pentium III 600Mhz                Intel U7300
128MB SDRAM                       2GB DDR3 RAM
nVidia GeForce MX400 32MB    nVidia GeForce G210M
With 7 Fan inside.

And using a Honda Cub C-50 bike for transport
« Reply #1 on: October 13, 2013, 11:59:32 AM »
Hi Delly,

This looked very promising and I was eager to try this out, thus my disappointment to see the game was in a language I don't understand and the controls were a mystery. A little tip, either include the "controls.bin" from your 3D Rad folder or run the Configure Controls setup before you publish your game.

I haven't actually played the game, but I like the intro and the screenshot looks good.

But then I looked at your models. Please, watch the sodding polycount! I post this every time I review a game on this forum...
Numerous models were exceeding the 65000 vertices limit of fragMOTION, which is way too many for you game. I picked some random models and for example the little scooter and the trees were both 35000 triangles. Again, waaaay to many.
Rocket Rumble, a 3D Rad puzzle game:
http://www.3drad.com/forum/index.php?topic=9896.0
« Reply #2 on: October 13, 2013, 01:01:52 PM »
I gave this a go, but suffered from translation I think.
First play, walked straight to a car got in, cutscene, game ended
Second play, walked around found some objects, picked up a compass, met something, shot it, nothing happened, then I died

All I can say is it looks quite good, nice menus (even if I didn't understand them) & seems like there is a story there (see previous comment). Sound was well used.
But...maybe a little bit too dark and you can walk through the trees

Sorry I can't say more, there's clearly a lot of work here but I just didn't understand what I was doing


PS. the controls you listed are wrong
« Reply #3 on: October 13, 2013, 02:41:04 PM »
I'll take a look at this in a bit (have to go somewhere at the moment).  I wonder what the idea was behind posting "bad screenshots".  If I were showing off my game, I would want to post good screenshots! :D  My only feedback so far.
« Reply #4 on: October 13, 2013, 08:02:08 PM »
very artistic... nice start up  sequences...  i found myself walking through a dark forest after discovering the flashlight key, and coming upon a well maintained white mercedes...

after a minute of fumbling around i stumbled upon the startup key and the car drove off...

after a few seconds of a nicely done driving cutscene, the game ended...

lots of potential... not your fault, but the time between level loads is cumbersome... maybe to find a way to add a a story line for the player to read while the next level is loading... or something...

anyway... nice beginning... shows lots of work and a talent for storytelling...

--Mike

« Reply #5 on: October 14, 2013, 05:26:03 AM »
Quote
Hi Delly,

This looked very promising and I was eager to try this out, thus my disappointment to see the game was in a language I don't understand and the controls were a mystery. A little tip, either include the "controls.bin" from your 3D Rad folder or run the Configure Controls setup before you publish your game.

I haven't actually played the game, but I like the intro and the screenshot looks good.

But then I looked at your models. Please, watch the sodding polycount! I post this every time I review a game on this forum...
Numerous models were exceeding the 65000 vertices limit of fragMOTION, which is way too many for you game. I picked some random models and for example the little scooter and the trees were both 35000 triangles. Again, waaaay to many.
Hi too!

yeah, i forget to upload the controls.bin, here is it http://www.mediafire.com/download/ltpx7llu7epb4pw/controls.bin

thanks, yeah i get stucked now, coz my C-50 can't handle the game, so i can't develop it anymore..
i don't know what to do, the loading time is getting longer since many models are added.

oh yeah, i forget to upload the english version of this game! i'm so sorry, i didn't check it first :(

Quote
I gave this a go, but suffered from translation I think.
First play, walked straight to a car got in, cutscene, game ended
Second play, walked around found some objects, picked up a compass, met something, shot it, nothing happened, then I died

All I can say is it looks quite good, nice menus (even if I didn't understand them) & seems like there is a story there (see previous comment). Sound was well used.
But...maybe a little bit too dark and you can walk through the trees

Sorry I can't say more, there's clearly a lot of work here but I just didn't understand what I was doing


PS. the controls you listed are wrong

thanks, but yeah, the language is in indonesian, and i forget to upload the english one.
i know, its a bit too dark, and i have many problems with the trees, with the rigidbody...

Quote
I'll take a look at this in a bit (have to go somewhere at the moment).  I wonder what the idea was behind posting "bad screenshots".  If I were showing off my game, I would want to post good screenshots! :D  My only feedback so far.

XD, the screenshot taken when the first development, and it's about months before, that's why i post bad screenshots.

Quote
very artistic... nice start up  sequences...  i found myself walking through a dark forest after discovering the flashlight key, and coming upon a well maintained white mercedes...

after a minute of fumbling around i stumbled upon the startup key and the car drove off...

after a few seconds of a nicely done driving cutscene, the game ended...

lots of potential... not your fault, but the time between level loads is cumbersome... maybe to find a way to add a a story line for the player to read while the next level is loading... or something...

anyway... nice beginning... shows lots of work and a talent for storytelling...

--Mike

thanks, oh yeah, it's a white toyota, not mercedes.
Using 3drad 7.22 on :
PC :                                    ASUS UL80VT:
Pentium III 600Mhz                Intel U7300
128MB SDRAM                       2GB DDR3 RAM
nVidia GeForce MX400 32MB    nVidia GeForce G210M
With 7 Fan inside.

And using a Honda Cub C-50 bike for transport
« Reply #6 on: October 14, 2013, 08:17:00 AM »
Ok my point of view is this:  the game does have an established ambiance or mood about it; dark, creepy, but I can't see anything!  I pressed 'F' over and over and no flashlight turned on, so I turned up my brightness on my monitor as high as it would go and that didn't help much, and I stumbled around for a while until I fell through a "hole" in the ground and plummeted into the void xD 

Iron out the collision bugs and tell me how to use my flashlight and I'll enjoy it more :)
« Reply #7 on: October 14, 2013, 08:12:04 PM »
Quote
Ok my point of view is this:  the game does have an established ambiance or mood about it; dark, creepy, but I can't see anything!  I pressed 'F' over and over and no flashlight turned on, so I turned up my brightness on my monitor as high as it would go and that didn't help much, and I stumbled around for a while until I fell through a "hole" in the ground and plummeted into the void xD

Iron out the collision bugs and tell me how to use my flashlight and I'll enjoy it more :)

the flashlight is working, but the view distance is too short i think. and about the collision, i got lags when i put the map bounding + the tree collisions... :(
Using 3drad 7.22 on :
PC :                                    ASUS UL80VT:
Pentium III 600Mhz                Intel U7300
128MB SDRAM                       2GB DDR3 RAM
nVidia GeForce MX400 32MB    nVidia GeForce G210M
With 7 Fan inside.

And using a Honda Cub C-50 bike for transport
« Reply #8 on: October 15, 2013, 11:38:36 AM »
the 1 key toggles the flashlight on and off... the f might've been a more intuitive choice... even if you don't speak english...

plus... i found the hole in the floor when playing it today... looking for the Mercedes... i fell through it...

you're right, it IS a Toyota something or the other... 

there's a lot to do here before this is ready...


--Mike
« Reply #9 on: October 15, 2013, 09:47:57 PM »
the 1 key toggles the flashlight on and off... the f might've been a more intuitive choice... even if you don't speak english...

plus... i found the hole in the floor when playing it today... looking for the Mercedes... i fell through it...

you're right, it IS a Toyota something or the other... 

there's a lot to do here before this is ready...


--Mike

If by intuition you mean I can read, then yes it was an intuitive choice.  Thing is, it says F is the flashlight key right in the original post so I would naturally assume that's what it is...

as for the lag, how many trees do you have in the scene?!
« Reply #10 on: October 16, 2013, 07:57:23 AM »
what i was saying was that Flashlight is more inuitive than 1lashlight...

and if in fact the trees are being individually positioned, then yes, i think there IS gonna be a performance issue if each one has collision enabled...

--Mike
« Last Edit: October 16, 2013, 07:59:54 AM by Mike Hense »
« Reply #11 on: October 16, 2013, 05:33:11 PM »
That's fine, I'm not trying to argue.  My confusion is where does it say that 1 is the flashlight key?!
« Reply #12 on: October 16, 2013, 05:47:27 PM »
nowhere... and that's the fun of it...

i had to hunt around the keyboard until i found the key that toggled the flashlight...

eventually i found it was the 1 key...

get the point...

--Mike

« Reply #13 on: October 17, 2013, 08:50:15 AM »
hahaha, i'm sorry for the controls bug, but i've uploaded the controls.bin here.

it think F is the suitable key for Flashlight

i didn't get any lags in Intel Corei3 50-60 fps but, in my AMD, i got 3 fps, whoaa ???
Using 3drad 7.22 on :
PC :                                    ASUS UL80VT:
Pentium III 600Mhz                Intel U7300
128MB SDRAM                       2GB DDR3 RAM
nVidia GeForce MX400 32MB    nVidia GeForce G210M
With 7 Fan inside.

And using a Honda Cub C-50 bike for transport
« Reply #14 on: October 17, 2013, 08:59:21 AM »
nowhere... and that's the fun of it...

i had to hunt around the keyboard until i found the key that toggled the flashlight...

eventually i found it was the 1 key...

get the point...

--Mike

Funny I did the same thing and didn't get the same result.  Guess I missed that particular key for some reason. 

I will use this as an opportunity to teach the OP a little something about game design.  When you release anything whether it be pre-aplha, alpha, post-alpha, pre-beta, beta1, beta2-X, final/full, or beyond, PLEASE be sure you document it properly.  That includes knowing what input controls what, and how to play in general.  This automatically make the experience better right from the start. (I say this because I have made this very mistake in the past, so I'm passing this to you in hopes that it will help you make a better game in the future).
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