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Author Topic: Maze of Moist [BETA VERSION RELEASED 20th JANUARY 2014! JAJAJAJA]  (Read 739 times)

« on: December 29, 2013, 04:42:27 AM »
MAZE OF MOIST


The beta release is here! Bear in mind, the fact that this is beta just means that it hasn't been released anywhere else, and the only criticism I'm seeking is for glitches which prevent the game from being played (except the sticking to walls glitch. Just try not to touch the walls and you'll be fine) and glitches which prevents events from being played.

If you are interested in reporting a glitch, ask me if I'm interested in fixing it first. One of the gurus posted an intricate tutorial for me and then got offended that I didn't care. Pffffffffft.

I'll take the beta tag off in a month or whatever.

How to not play like a little baby-
Play with the lights out - not only does this help the atmosphere, but also helps you see better.
Put in your earphones.
Don't touch that knob - it's not that scary! Keep the damn volume up.
Set the resolution to match your graphics card. This stops the colours from wigging out.
Try and get the first two of the three endings;

Ending 1:
The main ending, or the 'destiny ending'. In this, you discover the purpose of the maze, and discover who you truly are.

Ending 2:
DEATH. There's one way to die in this game. Trust me, you'll figure it out.

Ending 3:
Rage quit like a dog.



DOWNLOAD
http://www.2shared.com/file/OpPEmOsc/Maze_of_Moist.phpl

Trailer
http://www.youtube.com/watch?v=90FY6eUg5-s&feature=youtu.be
« Last Edit: January 20, 2014, 06:23:35 AM by timiscool »
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« Reply #1 on: December 29, 2013, 09:38:55 AM »
K, it looks pretty promising! Nice work, but are you able to do lightmaping? Lightmaping gives alot to a horror game + creepy sounds. Keep up our good work and dont lose your enthusiasm! :)
« Reply #2 on: December 29, 2013, 09:59:06 PM »
Well I'm having a bit of a problem with pointlights, and that's if an object is effected by pointlights, it's not effected by the fog object. Also, at a certain point the lights stop working, so I'm thinking of sticking with a simple torch and sunlight effect
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« Reply #3 on: December 30, 2013, 09:22:53 AM »
i agree with Lex 100%... a promising start, but if you want something that is going to look like it's not made by an amateur, you're going to have to decide on a visual theme... how you want the scene to look...

lighting is essential to this...

you've got several choices for lighting... the one you choose should be determined by several factors...

1 - you're abilities... adding a default sun and some point lights will be the easiest... and, depending on the type visual effect you want to convey, this can work... but, you'll find that in 3DRAD, that usually won't be enough to get the look and feel you are aiming for... some other options are lightmapping, system shaders, and Genetransfers PontLight Shaders... these choices will give you progressively better looking scenes, but they come with a lil additional work and ability...



2 -  performance is another consideration... each point light adds a performance penalty, and in 3DRAD doesn't give the shadowing effect that some games require...


3 - lightmapped scenes can look really good... you can get some professional looking results, either using the 2 mesh solution or (better) the lightmap system shader (with slightly more work)... also, you won't need any point lights in a lightmapped scene, the textures will give the lighting effect...



4 - using one Genetransfer PointLight Shaders is also another way of having yours look like a professionally made game, but you are going to need a bit of scripting knowledge (not much) in order to modify and use em...


5 - in special circumstances GeneTransfer's Cubemap Shader can also give a cool and pro looking scene...


so... there ya have it in a nutshell...  i'm sure i've missed one or two other routes you can take, but above is essentially it...  good luck...

--Mike
« Last Edit: December 30, 2013, 10:34:11 AM by Mike Hense »
« Reply #4 on: December 31, 2013, 12:08:19 AM »
I'm not too fussed. I'm not really a serious game maker, so I've added the flash light sprite and I've brightened the sunlight a bit so it's easier to see and it's more atmospheric. Actually, if you look at a lot of indie horror games, there isn't much light mapping in barely any of them, including games like Slender: The eight pages and 7 days to die, and I'm quite happy with the sounds I have in this game, which really contributes massively to the atmosphere. Right now I have only one major jump scare in the game and it still scares the crap out of me every time I run it. So it passed my test.
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« Reply #5 on: December 31, 2013, 10:35:54 AM »
so, i was just wasting my time... you weren't looking for any critique or suggestions...  just showing what you made...

as long as you're satisfied with what you got, coool...


--Mike




« Reply #6 on: January 20, 2014, 06:25:08 AM »
[EDITED 20th JAN]
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