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Author Topic: Liberation -- New Game (Alpha Pre-Official Release) [Updated 11/30/13]  (Read 1495 times)

« Reply #15 on: November 14, 2013, 11:06:49 PM »
Update videos on the DLC/Release notes. Does $1 seem like a fair price?

DLC vid: http://youtu.be/xo4L4xUziiY
Release vid & other notes: http://www.youtube.com/watch?v=PQuUBcPwDo8

"Despise not my voice, but listen to my words."

This is great Dillon.  I seriously want you on my team and am interested in purchasing that $1 DLC package!
« Reply #16 on: November 15, 2013, 01:26:39 PM »
@Sorv: I'm flattered, but... I'm not sure I'm gonna get a team together. A lot of these 'forum-made' teams fall apart in less than a day. I already have a teammate IRL, and he helped me write the story. The second timeline was my idea though.

Thanks, but no thanks. Solo development for me (until I can at least pay people to do my dirty work ;D)
« Reply #17 on: November 15, 2013, 02:21:44 PM »
Well here's the thing.  I'm not so much asking you to join my team or me join you or whatever, I'm saying that I want to promote the development and releases of your game so that eventually you CAN pay people to help you make the games bigger and better.  I know you have mixed emotions about me, but when I look at and play your game it reinforces what I already know.  RAD rules.
« Reply #18 on: November 15, 2013, 02:47:23 PM »
Thanks! Still a bit foggy on your meaning behind this though; so are you proposing you will promote my game(s) on another forum or community, or do you run a PTC site (not likely), or...?
« Reply #19 on: November 15, 2013, 02:58:27 PM »
The idea is that you host your game on my service.  People will be able to play it and you control what content is free and what is charged along with any DLC you create.  We would then promote your work through various social media outlets and you can use the same service to find people that might have skills that could help you develop the game or browse assets made by others.  This is one way I plan to engineer the new RAD community.
« Reply #20 on: November 15, 2013, 09:02:36 PM »
Again, thank you, but I think it would be more interesting to see you're game on your platform instead of someone else's work...

I really appreciate the offer, just I kinda wanna bake my cake alone... (with the help of contributions from the forum, of course)

In the meantime, some criticism would be much appreciated. Update scheduled for the end of the month, hopefully I can get a PayPal working by then. If not, the DLC will have to wait or be free.
« Reply #21 on: November 16, 2013, 04:28:30 AM »
Downloaded and tried this a while ago, forgot to post anything so...
I'll not go in depth but a couple of things stand out, apart from the time you've put in...
The grenades...link them to the gravity so they arc, or turn them into missiles, they just don't look right.
I would say the biggest thing you need to address is the visuals, normally I would never say that but here everything looks very flat and it takes away from the immersion. I am assuming from the models you use SU, you can apply decent textures and bumpmaps to these and it would make all the difference, even if its takes a little time. if you want post a model, eg the robot or the house or something and I'll make a quick mod to show you what it could look like in Rad using some of the very simple, free, techniques I've posted previously on the forum.
The beginnings of a decent game but needs either more action or to look prettier to hold the players interest. Keep up the good work
« Reply #22 on: November 16, 2013, 08:36:27 PM »
Thanks for the feedback, Cypher!

Now that I look at it, it does seem flatter than average. I couldn't find a decent way to bump-map it though; if you wanted to demonstrate, the robot model should be attached. The grenade thing I will definitely address, though.

I agree with you that it does need some more action. I figured once I got all the components (ex. the robot, turrets, and character) properly tied down with script instead of other objects more enemies could be implemented.
« Reply #23 on: November 17, 2013, 07:24:21 AM »
 Had a very brief play with the model
Took the liberty (lol) of reducing poly count from 3156 to 578 - simply replaced the spheres you had on the back with less polys and took out the detailing to replace with texture/normal map, I don't think you notice the loss in RAD.
The texture was thrown together and doesn't show off the bump mapping well but gives you an idea.

Couple of pics attached + a zip of the new model.
Search my SU projected textures tutorial for how to do this from scratch if it interests you,  just run the your texture through SS bumpmap generator and replace the texture_nm.dds with the result to get the bumpmap then use one of Shadmar's User tile bumpy textures in RAD. Its all free, but takes a little time.

Good luck with the project whether you use any of this or not  ;D
« Reply #24 on: November 22, 2013, 05:50:41 PM »
Thanks and sorry for the late reply!
« Reply #25 on: November 23, 2013, 08:36:10 PM »
hey... that looks pretty good Cyper...

i'm fightin' now with slinning this damn submarine so that it looks at least halfway like a submarine :)


--Mike
« Reply #26 on: November 26, 2013, 07:22:41 PM »
After some more pre-release testing I noticed numerous bugs and errors (all because of those DAMN typos!!  >:( ) in the menus, and those have been fixed. Next update is scheduled for this weekend. :)
« Reply #27 on: November 30, 2013, 05:30:35 PM »
Well, I got the update done today but I'm unsure if I will be able to upload it tonight. Bugs have been fixed and the ones not fixed have been highlighted in the initial post. Pretty much all I could get done was make another level where it pretty much introduces PSTR and what's going on.
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