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Author Topic: Flight sim demo  (Read 3441 times)

PsychoWeasel9

« on: January 07, 2010, 03:20:29 PM »
Not so much, really.  The project is just supposed to get your interest. (or maybe break it) ;D
Therefore, don't complain about lack of content, etc.  What I really want is for someone to tell me what the first level should be! :-[
« Reply #1 on: January 07, 2010, 03:29:30 PM »
Maby like a bermuda triangle or somthing
Sup

PsychoWeasel9

« Reply #2 on: January 07, 2010, 03:32:30 PM »
 :-\ Problem is, the models I've made have more of a sci-fi look.
« Reply #3 on: January 07, 2010, 04:46:40 PM »
pretty cool, though the first thing I noticed was the laggy reaction time(i.e. trying to bank left ending up loop and going the other direction). To me this first thing I look for and the first thing that ruins a game for me is the control reaction time. although it may be realistic in a way, it just causes frustration for me. so i think focusing on making the aircraft handle more fluidly before moveing on to what the level is about would be the best thing to do. yes I know it's just a concept but I think it's the most important part of the game is how the player interacts with the world and something that needs to be buttoned down from the getgo once you decide on the type of game you are going to make.

Also noticed when you crash your craft into the hanger you flew out of then reset, the particles/trails are still the crashes mode version.

I know this is just a test, and don't take any of this as a negative as it's just my first reaction was frustration on the control side of things, so just see it as constructive.

as for what the level is about, that should branch from what the whole game is about, why are you flying the craft,where is it happenning, when, what, who etc...so without knowing any of that it's not the easiest thing to provide feedback about that.

but in general I would say power up's (weapon,shields,lives etc... they are always good) in these games are paramount in keeping things fresh and adding progression to the player (if your going to go the arcade way). and a big boss at the end of each level is always cool. but like I said it's a bit hard to comment without knowing the direction you want to take it. hope that helps some :)


using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11

PsychoWeasel9

« Reply #4 on: January 07, 2010, 05:21:32 PM »
Genetransfer, you're right on everything.  So many things are spotty on this game.  Probably the reason I didn't notice the difficulty in turning is that I use a stick.  I'll fix those problems, and maybe finish the game by the end of the month
« Reply #5 on: January 07, 2010, 06:31:26 PM »
yeah that sound like the main issue, I used to hate tomb raider on pc as the controls were just a pain, and the camera was always lagging, but after pluging in a controller it finally(years later of coarse) became a joy. so I think makeing sure both sets of controls work well within the limitations of both control setup is the way to go. I think that's why most games feel like sloppy ports when comming from consoles as they just tag on the mouse keyboard input and don't bother to streamline it for it's limitations or enhance it for it's benefits. anyway good luck!
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11

PsychoWeasel9

« Reply #6 on: January 09, 2010, 12:20:52 PM »
As no one seemed to like the demo, I feel honor-bound to attach my almost-finished fighter beta.  Auto-firing railgun with sound effects, firing missiles and control issues fixed.  This time I remembered to put in a configure-controls so people can set up sticks/ controllers.  This is the same test mule I'm using now.

PsychoWeasel9

« Reply #7 on: January 11, 2010, 08:49:11 PM »
Just wondering if anyon cares, or if I'm just bugging everyone... :-\
« Reply #8 on: January 11, 2010, 08:57:44 PM »
I tried it out but the controls(keyboard) were still not acurate enough to enjoy it and there was no way I could blow up the bus, and I didn't think you would want ot hear that again :). but I don't think your bugging anyone maybe if it improves and moves out of proto-type stage it will get more comments.Edit: but I did like the rockets if only they would lock on to the target or something...
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11

PsychoWeasel9

« Reply #9 on: January 11, 2010, 09:15:36 PM »
That's actually what I'm working on now.  And comments are always welcome.  Negative comments lead to improvement.  That was the idea of posting it to the forum in the first place.  EDIT: I would like to know how I messed up on the controls, though.  I tested it rather extensively, and though the lack ofctargeting reticule and lock-on feature made it nearly impossible to hit the bus, I found no major issues with the aircraft itself. That came out wring, what I meant is that I'd like to fix it before it gets any worse
« Last Edit: January 11, 2010, 09:40:51 PM by PsychoWeasel9 »

PsychoWeasel9

« Reply #10 on: January 13, 2010, 08:43:28 PM »
I've scrapped the project.  If anyone wants my models or files, they can have them if they want (send me a pm) I just don't have the time to work on anything anymore.  I have an exploding tank, unfinished city, and of course the fighter, but I already supplied a download to that.
« Reply #11 on: January 13, 2010, 08:59:18 PM »
Quote
I would like to know how I messed up on the controls, though.  I tested it rather extensively, and though the lack ofctargeting reticule and lock-on feature made it nearly impossible to hit the bus, I found no major issues with the aircraft itself.
it wasn't that the controls didn't work but combined with the aircrafts forces it just handled really badly on the keyboard.I've just been burnt too many times when it comes to game controls and to me it's something I really want to get right and If I see that forming in someone else project I'll point it out to help, but it doesn't mean I'm right but that was my experience is all.
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11

PsychoWeasel9

« Reply #12 on: January 13, 2010, 09:15:23 PM »
Yeah, well it doesn't really matter now.  I'm so swamped with schoolwork I won't be able to work on the project again for months, if ever.  Midwestern schools are time-killers  >:(
« Reply #13 on: January 13, 2010, 10:22:58 PM »
oh well good luck with your studies, been along time since I was in school (ah the good old days got to get that time machine build lol), anyway hope it isn't too hectic for you. 
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #14 on: January 14, 2010, 12:30:32 PM »
If you do ever get some spare time I would advise you not to give up on this just yet. I've played both demos and it seems like you've got some good stuff in there. As a matter of fact, I hope you don't mind, but I tweaked the controls a little and it really didn't take much get it them pretty decent. Anyway, good luck all around.

« Last Edit: January 14, 2010, 02:33:02 PM by replicatokid »
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