Please Beta Test Omega!

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Post » Mon Dec 10, 2012 3:59 pm



New Beta version uploaded! Lots of improvements, but there's still a lot I need to do. I'm away for Christmas as of today though, so thought I'd leave you with a more up-to-date version to play with while I'm gone. I'll still be able to comment here and chat with you, but I can't get any work done for a week and a half, so slow progress going forward for a little while.

Things I need to know:

Any bugs, glitches, etc you come across. And your general impressions of the game. If you have recommendations for improvements, please share them I'm all ears!

I'm going to add a tutorial for the final version, since the game doesn't convey the importance of the elemental abilities well enough. In the final game, the first level will act as a tutorial level, and the level you play in this beta version is the third.

Things YOU need to know:

Check out the Options section on the Main Menu first. You can now select your preferred control scheme (WASD or Arrow Keys), and customize the resolution and UI. Settings are saved.

There is a bug where playing two games in a row without a game restart with Arrow Key movement will crash the game. Your scores are still saved, as well as your options preferences, so you'll only need to restart the game - no progress is lost. Still, I'm trying hard to figure out what causes the issue, and should hopefully have it fixed up by the next update

Download:

Omega.rar from Dropbox

Omega.zip from Dropbox

Thanks for your time, and I hope you enjoy Omega!





-Silver-2012-12-23 10:13:59
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Post » Mon Dec 10, 2012 5:57 pm

Ah, remember when I just said I can't wait to try this a few days ago?
Can't believe I can - right now!

Downloading as we speak :D

EDIT: Some of my opinions,

1) Since the game play uses the keyboard, it would be good if you could navigate the menus with the keyboard as well.

2) The animation for the wolf is great!

3) The deadness and static-ness of everything but the wolf doesn't do it justice. Your animation skills are amazing, bring more things to life!

4) The parallax doesn't work well as the distance isn't reflected with color. Maybe you can make things in the distance lose focus or lose color like in reality.

5) I can tell from this you don't have very good color theory, you should paint with more lighting/color thinking in your thought process, instead of simply darkening and lightening for shades.

6) The game play as of now is still dull, you need more game mechanics, juiced up ones, like a very major feature which would spice everything up, bring the game attention, and hopefully add to the game's beautiful world ;)Rory2012-12-10 18:07:23
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Post » Mon Dec 10, 2012 7:31 pm

Looks like you've done a lot since we last got a play. The waterfalls are much nicer, running along the branches is much improved, the boar has been implemented, looks great!

Having read that you're going to try and get a kickstarter going though, I would be super picky about getting this ready.

- Title screen, the fonts are a bit bland here. I would spruce them up a bit or make a custom font.

- Title screen, this would be very nice if you animated it I think. Like some sort of breeze pushing around a layer of grass and the wolfs hair. Something like that.

- Background - It was on the tip of my tongue but I didn't quite realize it until Rory pointed it out... Something to add more depth would make the entire game look a lot better. I would personally suggest the color desaturation route, as I think the graphics in the background are wonderful and wouldn't want to blur them.

-Gameplay - Dying - Death seems a bit weird sometimes. First of all if you entangle some enemies with your skill, then die, they will still be like t hat. If you die after running over the wooden planks they will still all be collapsed when you respawn. Sometimes when you fall on a bramble bush from above you are screwed, you take one hit immediately, and when you move you take another right away too and die. This seems to be easier to avoid when running into them from the side.

I have encountered a strange bug I haven't been able to replicate where before respawning the wolf will float in the air and everything will shake.

-Graphics - edge of waterfall pond - these ponds just abruptly end in a square shape. I'd make a transition.

= Enemy AI - Although you put such care into animating the enemies they feel like kind of an afterthought while playing the game. When the giant horned deer enemy runs past you, he doesn't come back to chase you. Spiders always stay on whatever surface they are on. The boar simply charges back and forth kind of slowly. There is no challenge here, and no reason to really want to kill the enemies. It's not a fun part of the game, doesn't give you anything, and they are pretty easy to dodge. So why not just avoid them?

Give them special attacks they can do sometimes! If a spider can't follow you anymore, maybe it can shoot webs at you from wherever it's stopped.

Maybe a boar can charge up and do a really fast charge, and when he hits something if you're close it will stun you.

Maybe the giant deer can jump around and follow you.


I realize all of those things are a lot of work, but trust me it will improve your game so much.


Anyways, your game has really come along and it it's super impressive. It's inspiring to me as I struggle to work on my own things in Construct. Great job and I really hope to see more soon!
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Post » Mon Dec 10, 2012 10:02 pm

can u put it in dropbox and provide a link which will easier for everyone to try.
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Post » Mon Dec 10, 2012 11:21 pm

Been looking forward to this..downloading... [:)]
As long as I can move left, right and fire, I'm Happy...
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Post » Tue Dec 11, 2012 1:14 am

Silver...I am feeling this game!..which I think is what you want the player to do?...there is an instant sense of excited adventure portrayed in the character your art and your animation...all good...I really want to love this game,as it's apparent the effort that has been poured into it.

But,and it's a big but,this sense of wild enthusiasm is stifled by awkward platforming,that detracts rather than enhances...good news!,it's fixable...

Let me elaborate,I'm a seasoned gamer and struggled on certain sections,due to wobbly transitions and iffy collision detection on the angled branches...I can almost forgive.

On the other hand my girlfriend,who I think would be nearer to your target audience,instantly fell for the look of the game and wanted to play...15 mins later,She could not get beyond the first few branches!!

Only my opinion but I would add some freedom and pace,I'm having more fun just running though trees,using my wolflike speed and guile to avoid hazards.rather than bouncing on their heads!

I don't want to sound critical,far from it I want your game to be as brilliant as your imagination...changes I'd advise...

Straight branches keep the pace up (zig zag up to prolong level)

Have more enemies to avoid rather than kill (more natural for a wolf)

A sneak function that would open a new tier of gameplay and avoid bounding off where it's not needed.(creep past that angry boar unnoticed)

Just to add,the game ran flawlessly at 1024x765 on my amd athlon 2.8MHZ
with 256 meg video card...no bugs noticed.

Better go now,My girlfriend wants another go....lol.

As I said there is a great game in here,just waiting to be released!
As long as I can move left, right and fire, I'm Happy...
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Post » Tue Dec 11, 2012 7:22 am

Wow, really great feedback so far. I've got a really busy day ahead, but I promise I'll get back to you all tonight with detailed replies. I'm definitely taking everything on board though!

I'll tweak the hue and saturation of the parallax backgrounds some more since they don't seem to be strong enough. My colour theory is indeed very weak The backgrounds do fade to blue though (check the screenshot at the bottom of the OP, with the forest fading away) but I'll definitely accentuate that a lot more.

Thanks for the suggestions on additions to enemy AI as well. I'll add as much as I can!

And Tringio, there are two dropbox links at the bottom of the OP. One packaged as a .rar file, and one as a .zip

Got to rush, but thanks again! I'll be back online tonight
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Post » Tue Dec 11, 2012 10:01 pm

[QUOTE=Rory] Ah, remember when I just said I can't wait to try this a few days ago?
Can't believe I can - right now!

Downloading as we speak :D

EDIT: Some of my opinions,

1) Since the game play uses the keyboard, it would be good if you could navigate the menus with the keyboard as well.

2) The animation for the wolf is great!

3) The deadness and static-ness of everything but the wolf doesn't do it justice. Your animation skills are amazing, bring more things to life!

4) The parallax doesn't work well as the distance isn't reflected with color. Maybe you can make things in the distance lose focus or lose color like in reality.

5) I can tell from this you don't have very good color theory, you should paint with more lighting/color thinking in your thought process, instead of simply darkening and lightening for shades.

6) The game play as of now is still dull, you need more game mechanics, juiced up ones, like a very major feature which would spice everything up, bring the game attention, and hopefully add to the game's beautiful world ;)[/QUOTE]

Thanks for the feedback! Sorry it wasn't up to scratch, but I'll work hard to meet everyone's expectations

1) Do you consider this important? I could program this in for sure, but only if people really consider it necessary. I know I get annoyed when games don't allow mouse-control menus though, so it wouldn't surprise me if others are annoyed when they can't control menus with the keyboard.

2) Thanks

3) Right-o. Read on for how I'm going to tackle this. I'll make a final post after replying to everyone specifically, discussing suggested improvements, and this is one of them I'll cover.

4) Gotcha! Again, read on please

5) Yup, I suck with colour. I grew up drawing all the time, but never experimented with painting. Sometimes I'd think "I'm going to practice painting today" - and I'd sketch something up with every intention of painting it, but then be so happy with my sketch that I'd decide not to paint it for fear of ruining it with my lack of painting experience. With digital art (ctrl-z is the best thing since sliced bread) that fear is gone, and I'm finally playing catch up. Omega is very much a learning experience for me, in many ways! Use of colour being one of them. But I expect I'll pick a lot up over the course of its development.

6) Hmmm. This is a tough one. Maybe I need to push the elemental abilities more? I plan on adding more skills for purchase with Red Motes (read the mechanics of them in the OP up top), and maybe it was a mistake making the base abilities somewhat bland in comparison to the advanced abilities. I plan on having homing fireballs, a channeled speed boost (run faster for as long as you hold down a specific key), the ability to run across water (useful for a later level based on lakes), and the ability to call upon nature to aid you - such as foxes, birds, and other critters attacking and distracting enemies for you. I also want a super move for each element, where the wolf will howl, use up a full energy bar, and permanently alter the level based on the elemental power (so fireballs raining from the sky and setting the place on fire, raining down hellfire on any on-screen enemy; a complete freeze of the level, slowing all enemies and freezing all water for easy crossing, etc). I could some more advanced abilities in for the demo, if you think that would help things?

Thanks again for the feedback
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Post » Tue Dec 11, 2012 10:19 pm

[QUOTE=crowtongue] Looks like you've done a lot since we last got a play. The waterfalls are much nicer, running along the branches is much improved, the boar has been implemented, looks great!

Having read that you're going to try and get a kickstarter going though, I would be super picky about getting this ready.

- Title screen, the fonts are a bit bland here. I would spruce them up a bit or make a custom font.

- Title screen, this would be very nice if you animated it I think. Like some sort of breeze pushing around a layer of grass and the wolfs hair. Something like that.

- Background - It was on the tip of my tongue but I didn't quite realize it until Rory pointed it out... Something to add more depth would make the entire game look a lot better. I would personally suggest the color desaturation route, as I think the graphics in the background are wonderful and wouldn't want to blur them.

-Gameplay - Dying - Death seems a bit weird sometimes. First of all if you entangle some enemies with your skill, then die, they will still be like t hat. If you die after running over the wooden planks they will still all be collapsed when you respawn. Sometimes when you fall on a bramble bush from above you are screwed, you take one hit immediately, and when you move you take another right away too and die. This seems to be easier to avoid when running into them from the side.

I have encountered a strange bug I haven't been able to replicate where before respawning the wolf will float in the air and everything will shake.

-Graphics - edge of waterfall pond - these ponds just abruptly end in a square shape. I'd make a transition.

= Enemy AI - Although you put such care into animating the enemies they feel like kind of an afterthought while playing the game. When the giant horned deer enemy runs past you, he doesn't come back to chase you. Spiders always stay on whatever surface they are on. The boar simply charges back and forth kind of slowly. There is no challenge here, and no reason to really want to kill the enemies. It's not a fun part of the game, doesn't give you anything, and they are pretty easy to dodge. So why not just avoid them?

Give them special attacks they can do sometimes! If a spider can't follow you anymore, maybe it can shoot webs at you from wherever it's stopped.

Maybe a boar can charge up and do a really fast charge, and when he hits something if you're close it will stun you.

Maybe the giant deer can jump around and follow you.


I realize all of those things are a lot of work, but trust me it will improve your game so much.


Anyways, your game has really come along and it it's super impressive. It's inspiring to me as I struggle to work on my own things in Construct. Great job and I really hope to see more soon![/QUOTE]

Hey Crowtongue, thanks for stopping by! Please do be super-picky: every criticism helps me improve, so don't hold back

Title Screen - I agree about the font, it was the stock font that came with Construct as standard, and I haven't given it any thought yet at all (other than the logo font, of course - is the Omega logo okay?). Any recommendations for fonts? I'm a complete rookie with them, but I'll have a look around for ideas

As for an animated title screen, I built it with that in mind but side-lined the concept for more pressing matters. I think I'll definitely pick it back up again though, because it would be awesome to see moving clouds and grasses! It would make a good first impression.

Background - You and Rory are completely right. I'm making a post after I've replied to everyone individually that will suggest some improvements, and cover what I've been working on since I got home today. I'd love your feedback if you have the time

Dying - I'll tweak the roots to expire after 20 seconds or so. I think that's a good idea of yours. As for the planks, I don't want them to respawn, since I don't want this to be a platformer that has floating islands and respawning objects just because it's a platformer. I'm trying to make everything feel at least somewhat grounded in reality. There are other routes to take anyway, if you mess up the high path

The thorn bush and shaking screen after death thing are bugs, and I've now fixed them both. Thanks for reporting them

Water pool transition - A friend mentioned exactly the same thing the other day when he saw Omega. I do actually have the water sunk into a sort of ditch, with grass overhangs on the edges, but apparently they aren't clear enough by far I'll improve the art there.

Enemies - right. I agree with you, and read on to see some ideas I want to implement for improving them! As for no rewards for killing them, you do get points for killing them. I hope the high score system is working You can also get a medal which gives you bonus points for killing one or more of each enemy type (Hunter Medal), and a medal for killing every enemy in the level if you can hunt them down (Predator medal). As for avoiding them all being easy - there's a medal for that too called Pacifist, which is one of the highest point rewards in the game (deliberately! I love animals! But it also makes up for the points your missing out on by leaving them alive). So unless the score system is borked, you are rewarded. Try going into the options menu and turning on the Score Display for clarification. I have it set to "off" by default because I love clean UIs.

Again, thank you for the feedback, I really appreciate it and will do everything I can to improve Omega with it!
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Post » Tue Dec 11, 2012 10:33 pm

[QUOTE=Pixel perfick] Silver...I am feeling this game!..which I think is what you want the player to do?...there is an instant sense of excited adventure portrayed in the character your art and your animation...all good...I really want to love this game,as it's apparent the effort that has been poured into it.

But,and it's a big but,this sense of wild enthusiasm is stifled by awkward platforming,that detracts rather than enhances...good news!,it's fixable...

Let me elaborate,I'm a seasoned gamer and struggled on certain sections,due to wobbly transitions and iffy collision detection on the angled branches...I can almost forgive.

On the other hand my girlfriend,who I think would be nearer to your target audience,instantly fell for the look of the game and wanted to play...15 mins later,She could not get beyond the first few branches!!

Only my opinion but I would add some freedom and pace,I'm having more fun just running though trees,using my wolflike speed and guile to avoid hazards.rather than bouncing on their heads!

I don't want to sound critical,far from it I want your game to be as brilliant as your imagination...changes I'd advise...

Straight branches keep the pace up (zig zag up to prolong level)

Have more enemies to avoid rather than kill (more natural for a wolf)

A sneak function that would open a new tier of gameplay and avoid bounding off where it's not needed.(creep past that angry boar unnoticed)

Just to add,the game ran flawlessly at 1024x765 on my amd athlon 2.8MHZ
with 256 meg video card...no bugs noticed.

Better go now,My girlfriend wants another go....lol.

As I said there is a great game in here,just waiting to be released![/QUOTE]

Thanks for playing PixelPerfick and PixelPerfick's girlfriend! Her suffering will not be in vain!

I love running through the trees too! Though I'm not sure why you're getting detection issues... could you elaborate please? I'm worried it's to do with the resolution (I'm assuming you used 1024x768?) because although I supported it for being a common resolution on older monitors, I never actually tested that one myself - only went down to 1280x720. Of course, it could also be that the collision and angle detection just kinda sucks, and I'm so used to it I no longer notice If you could elaborate that would be awesome.

I think you're right about adding pace. I'm tempted to speed the game up a bit, because when you move up in resolution especially the game appears to move slower as a result of seeing more screen space around the wolf. As for the branches, I built them sloping because a) it looked a little more natural than straight, and b) it works as a compromise to taking the more direct, but more obstacle and enemy-littered, low path.

As for avoiding enemies, keep it up! There's a medal for getting through the game with a big point bonus for not killing any enemies. I'm a little worried medals aren't prolific enough, since no-one has mentioned them. I may add a load more for smaller rewards (maybe such as killing no more than three enemies, for a smaller point bonus than the Pacifist Medal awarded for not killing any at all). The idea of the medal and high score system was to place an emphasis on points instead of time - encouraging that freedom you're after. So although there are medals for fast times, you can easily take your time exploring and experimenting with the elements, earning medal rewards for loads of other actions. I'll definitely add more medals to encourage exploration though

A sneak function is actually a really cool idea. I may build that in as a Wind or Water ability, temporarily cloaking the wolf in mists so he can sneak past enemies undetected at the cost of reduced movement speed. Great idea!

Thanks again for your feedback, Pixel! If you have the time, please read on below where I'll make a post about suggested improvements. I'd love to get your thoughts on them -Silver-2012-12-11 22:37:12
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