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Testing Phase 3 done. Release in June! :) (Updated March.20)
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Chicken+Ribs_Combo
OutOfHell.Net
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Joined: 05 Apr 2004
Posts: 631

PostPosted: Fri Jan 06, 2006 2:35 am    Post subject: Testing Phase 3 done. Release in June! :) (Updated March.20) Reply with quote

Well, I've had 3 testers each go through various maps, and I'm happy to say that each one of them really enjoyed what they played. A lot of positive feedback and only minor issues with collisions and getting to areas that normally aren't accessable. There were no real gameplay issues which I'm glad for, and only a few small bugs discovered, but mostly with the monster AI. They all seem to enjoy the headshots and the inclusion of the machine gun. (I guess I should have made that a staple from the beginning, but at least it's here now!) So all in all, they felt that it was intense and difficult (Which is how I'll probably keep it), but not DEMO difficult, so that's a huge plus. icon_wink.gif I'll post some gameplay screens later on today, and get OoH into phase 2 of the testing. Everything is now complete, minus the bug fixes, so as soon as the 3rd phase is finished, I'll make the release announcement. icon_smile.gif
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Last edited by Chicken+Ribs_Combo on Mon Mar 20, 2006 9:26 pm; edited 3 times in total
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Bluehawk



Joined: 05 May 2005
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PostPosted: Fri Jan 06, 2006 12:15 pm    Post subject: Reply with quote

I can't wait. Well I can, but I wont enjoy it icon_surprised.gif
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Macon Dead



Joined: 13 Jun 2005
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PostPosted: Fri Jan 06, 2006 3:13 pm    Post subject: Reply with quote

Too bad...looks like it isn't coming out before I have to go back to school.
Ah well...something to look forward to this summer I guess. Kind of funny though...I'd tend to read the forums during programming class in high school and now I can't play it because of school.
Oh, and does the shotgun still kick you back a meter or two? It was weird in the demo to fly backwards while the zombie stood still. Newton's (third?) law states that with every action there is an equal and opposite reaction, so if you were flung back a meter the zombie would also be flung back a meter. Still, the only reason I beat the demo was I shotgun-jumped myself over a horde of zombies a few times, so it might be cool to keep it like it was.

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fluffy



Joined: 03 Oct 2004
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PostPosted: Fri Jan 06, 2006 4:13 pm    Post subject: Reply with quote

Great news! icon_smile.gif

MD: I'm pretty sure kickback was toned down a little
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Chicken+Ribs_Combo
OutOfHell.Net
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PostPosted: Fri Jan 06, 2006 7:10 pm    Post subject: Reply with quote



















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Macon Dead



Joined: 13 Jun 2005
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PostPosted: Sat Jan 07, 2006 3:42 am    Post subject: Reply with quote

That last screenshot looks really cool. Also, I've been wondering about the effectiveness of non-conventional weaponry, such as OJ, on the undead hordes, so that's something else to look forward to:].
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fluffy



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PostPosted: Sat Jan 07, 2006 6:08 am    Post subject: Reply with quote

Fantastic! icon_biggrin.gif
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Nemerov



Joined: 07 Jan 2006
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Location: Miraculous Graveyard

PostPosted: Sat Jan 07, 2006 11:15 am    Post subject: Re: Testing Phase 1 over :) Reply with quote

Chicken+Ribs_Combo wrote:
Everything is now complete, minus the bug fixes, so as soon as the 3rd phase is finished

I'm eager to explore Grinwood's zombie attractions!

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Bluehawk



Joined: 05 May 2005
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PostPosted: Sat Jan 07, 2006 6:01 pm    Post subject: Reply with quote

That crowbar really rips a shit load of blood doesn't it? lol
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Chicken+Ribs_Combo
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PostPosted: Sat Jan 07, 2006 6:45 pm    Post subject: Reply with quote

Yep, especially with the way the melee is handled now. In the demo, melee weapons always struck only once. Now, it does damage as it's swung. For instance, in the demo the crowbar secondary strikes an enemy, then rips it back. It only did damage at the apex of the swing. Now, it strikes the enemy on contact, then does damage along the path that the crowbar tears back! icon_biggrin.gif
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Nemerov



Joined: 07 Jan 2006
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PostPosted: Sun Jan 08, 2006 7:17 am    Post subject: Reply with quote

Chicken+Ribs_Combo wrote:
In the demo, melee weapons always struck only once. Now, it does damage as it's swung.

In the demo, the zombies also had a 100% chance of damaging the player once they have started their attack, even if the player has stepped back icon_eek.gif! Is this also changed? This behaviour quite raised the whole difficulty.

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Bluehawk



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PostPosted: Sun Jan 08, 2006 11:26 am    Post subject: Reply with quote

That sounds a lot more natural and immersive, should make combat more fluid icon_lol.gif
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Chicken+Ribs_Combo
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PostPosted: Sun Jan 08, 2006 12:24 pm    Post subject: Reply with quote

Nemerov wrote:

In the demo, the zombies also had a 100% chance of damaging the player once they have started their attack, even if the player has stepped back icon_eek.gif! Is this also changed? This behaviour quite raised the whole difficulty.


Absolutely. You can now weave in and out and dodge their attacks. It's still quite risky though, because I increased the strength of the zombies, so one slip and you'll end up paying for it! Ranged weapons are still the way to go and though satisfying, melee weapons should always be a last resort.

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Nemerov



Joined: 07 Jan 2006
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PostPosted: Sun Jan 08, 2006 4:04 pm    Post subject: Reply with quote

Chicken+Ribs_Combo wrote:
Absolutely. You can now weave in and out and dodge their attacks.

I'm glad to hear that!

Chicken+Ribs_Combo wrote:
It's still quite risky though, [...] melee weapons should always be a last resort.

I enjoyed playing the game Nocturne some years ago, and the sharp large cross in the Black Forest episode (can be found in Count Voicu's decayed castle) was my favorite weapon throughout the game (second one was the axe, which always landed upon this zombie icon_smile.gif).

But Nocturne has hardly the survival-aspect which your project has!

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GhostDog



Joined: 06 Feb 2005
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PostPosted: Wed Jan 11, 2006 7:24 pm    Post subject: Reply with quote

awesome C + R looks great!
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expired_pain



Joined: 14 Jan 2006
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PostPosted: Sat Jan 14, 2006 5:40 am    Post subject: Reply with quote

Whao it's looking really good! I'm new here, but I have a suggestion, if it's not too late. It's probably too late anyway, but oh well.

I think that when you get attacked by a zombie, you should make the screen shake really violently, and all you could see is *blurry* red, just like in Doom 3. That would really add the effect for scariness, and make you more aware and careful not to be attacked.
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Chicken+Ribs_Combo
OutOfHell.Net
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PostPosted: Sun Jan 15, 2006 4:15 am    Post subject: Reply with quote

I had the violent screen shake, minus the blur effect but I had to tone it down as it got pretty disorienting after a few hits. The screen shakes a little and there's a blood splatter screen effect when you get hit now. icon_biggrin.gif

I do love the hit effect in Doom though, probably the best I've seen. The way the camera sways, the helmet clanging sound, it makes it feel like you really got smacked!

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Nemerov



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PostPosted: Tue Jan 17, 2006 12:49 pm    Post subject: Reply with quote

Chicken Ribs, I have just again completed your demo, and I really enjoy the tactical approach that is necessary to complete a map. When you see a zombie horde, the question is not "which weapon can I use to blow my way through this horde", which surely is suicide, but instead "where is a safe passage through this horde". I like that.
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Macon Dead



Joined: 13 Jun 2005
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PostPosted: Tue Jan 17, 2006 10:52 pm    Post subject: Reply with quote

I thought the Doom view shake was a little...strange. I agree it made it seem like you really took a whallop, but it didn't make sense when the attack did minor damage, like one stray bullet or a zombie barely scraping you with as you took ran backwards. To be perfectly honest I didn't find doom 3 scary in the least, mostly because of a certain penny-arcade comic. Just couldn't look at the enemies in the same way again:p. Plus there was that whole key search...is there going to be a lot of that in OOH? Like finding a certain item in order to keep going? IMO its fun to have a level where you find an item every now and again, but having to find multiple keys per level, every level it gets pretty tedious.
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Chicken+Ribs_Combo
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PostPosted: Wed Jan 18, 2006 2:26 am    Post subject: Reply with quote

There are a few differing gametypes I've included. Some will have the 'find an item' objective, others will have a 'destroy X amount of monsters', some will be 'invasion-type' where you must survive X amount of minutes.

Back to your question about the item objectives, at times you'll have to find one item in order to get to another item (Finding wire cutters to get through a fence to get to something else) but it's nothing crazy. I'm not a big fan of backtracking either, so you won't be running to one end of a level, only to run back to the beginning in order to finish. I've kept objectives and their items close together. icon_smile.gif

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Xenomrph



Joined: 13 Nov 2005
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PostPosted: Wed Jan 18, 2006 3:03 pm    Post subject: Reply with quote

Wow, it looks like headshots don't stop these zombies. That... changes things.
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expired_pain



Joined: 14 Jan 2006
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PostPosted: Thu Jan 19, 2006 5:21 am    Post subject: Reply with quote

Oh and another thing. How high is the bullet impact on the zombies when you shoot them? I reckon it should sometimes push them back a little and give some force to it, depending on the gun.
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fluffy



Joined: 03 Oct 2004
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PostPosted: Thu Jan 19, 2006 12:45 pm    Post subject: Reply with quote

Chicken+Ribs_Combo wrote:
There are a few differing gametypes I've included. Some will have the 'find an item' objective, others will have a 'destroy X amount of monsters', some will be 'invasion-type' where you must survive X amount of minutes.

Back to your question about the item objectives, at times you'll have to find one item in order to get to another item (Finding wire cutters to get through a fence to get to something else) but it's nothing crazy. I'm not a big fan of backtracking either, so you won't be running to one end of a level, only to run back to the beginning in order to finish. I've kept objectives and their items close together. icon_smile.gif


Yay, gameplay sounds sophisticated! Especially for the genre. icon_smile.gif
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Macon Dead



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PostPosted: Thu Jan 19, 2006 2:44 pm    Post subject: Reply with quote

expired_pain wrote:
Oh and another thing. How high is the bullet impact on the zombies when you shoot them? I reckon it should sometimes push them back a little and give some force to it, depending on the gun.


Well the only reason someone might get pushed back by a bullet would be if it either surprised them or the pain was so intense they couldn't stand anymore. With a zombie they don't have any sense of pain and can't be surprised(they are mindless after all). A bullet has too little mass to effect the momentum of the zombie; the only way it could push the zombie back is if it pushed the shooter back an equal distance(thanks to Mr. Newton for figuring that out for us). Of course we are talking about a zombie attack so I guess strict realism isn't all that important:p.

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Chicken+Ribs_Combo
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PostPosted: Thu Jan 19, 2006 7:10 pm    Post subject: Reply with quote

Bullet damage varies from almost nothing to medium if you hit it anywhere on the body. I did this to add randomness, so you'll never be exactly sure how much ammo will be required to destroy a zombie. Head damage is another thing. The only way to quickly destroy a zombie with a pistol is to keep shooting it in the head/neck area. Shotguns do medium to heavy damage anywhere on the body, but lack precision and range. It also doesn't have decapping ability (this is because I was unable to properly code a shotgun with this option, but it really isn't missed from what the testers say) Machine guns spit out bullets quick, but aren't much stronger than a pistol.

As for bullet impact/reaction, the only thing it does right now is stun a zombie for a split second. This interrupts a zombie's attack, so it'll give you a small window of opportunity to step back or run. icon_smile.gif

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