Robot 505 [DEVLOG] - WIP

Show us your works in progress and request feedback

Post » Fri May 01, 2015 8:44 pm

When the player collects a brain, HUD displays 1/0... 2/0...
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Post » Fri May 01, 2015 8:55 pm

Correct @MadSpy

1 / 0 .. 2 / 0

The number on the left is collected brains The number on the right is saved brains. So after a level completion you actually save them, and once you collect 25 you get an extra life.
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Post » Fri May 01, 2015 9:08 pm

ok, it makes more sense with the explanation lol
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Post » Fri May 01, 2015 11:22 pm

Loving the gameplay so far. Quite polished and quite hard. :D
On my Phenom II X6 1090T, GTX 570, 8GB RAM the game runs 60fps, cpu at 33 and mem usage at 25.5.

If you're taking suggestions, I would suggest not to have bottomless pits underneath where you can't see. Most times I died was because I jumped down and realized there was not going to be any platforms underneath me. :P
...which segues nicely into the bug I found. If you fall down a bottomless pit and die, the next time you start the game and jump you will explode. :)
Be sure to check out my Metroidvania game, A Hole in the Earth
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Post » Fri May 01, 2015 11:34 pm

Thanks @ryanrybot

I am open to any suggestions. :) I know exactly what you are saying with the bottomless pits. I have a (disabled) camera that reacts to player position that alleviates that.. but it's not as polished and kinda buggy. I will have to work on that. I play it and made it so I know where everything is... So its good to hear this feedback from other people :) Do think if I graphically notified the player of the pits that would help?

That restart explode is a bug. I will have to sort that out. :/
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Post » Sat May 02, 2015 1:53 am

I played it for about 20 minutes..

all the art and animation is super polished, so it's hard not to treat it like a finished game... usually at this stage there's mostly temp art!

anyways.. I really love the game, seems really great. I got excellent performance on my modest desktop AMD 4GB ram, 2GB gpu. But I wasn't able to see the game fullscreen, currently it's tiny..so I think that will be a different test when you are able to play it at fullscreen.

for having a healthbar it seems you have a lot of insta-death situations: hopping on the floating bubbles, falling too far, floor flame and pits (although the last one makes more sense).

I also didn't think the elevator controls weren't intuitive.. it took me a sec to realize I had to push down to descend. too bad you don't have an "action" button.

it would be great if you implemented a "look" feature with the right analog stick, allowing you to move the camera down a little and see whats below you (an endless pit or a platform).

I didn't get that far, I died too many times. I can try again though this weekend.

good job so far..
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Post » Sat May 02, 2015 2:02 am

Love the gameplay. A lot. Running at 60 fps on i7 HD4600 in chrome, no jank or problems (30 to 40 percent cpu). I had one snag on a restart where my robot exploded into flaming pieces for no reason (I think I jumped) and I had to start over, otherwise it's looking really excellent!! Keep it up, you're doing it right!
Last edited by Colludium on Sat May 02, 2015 2:40 am, edited 1 time in total.
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Post » Sat May 02, 2015 2:11 am

oh also.. NW.js 10.5 FPS a constant 60, MEM USE never went over 16MBs which makes sense since your assets are so small.

CPU stayed around 25/35 occasionally going to 40 for a second or so... I don't think you have anything to worry about performance-wise from what I've seen.

you are targeting desktops right?
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Post » Sat May 02, 2015 4:34 am

Gave it a playthrough, performance was solid. 60-61 fps, cpu never went higher than 25.

I've got a 2.9ghz i3, 8GB of ram and a gtx 860m (2gb ram), so it's built like a mid range gaming laptop.

A couple things about the game itself if I may. I played with a controller btw.

- Mechanics were fairly solid, no issues with how it felt.
- It looks great
- Please enable joystick movement as well, as using the d-pad on a 360 pad sucks really badly.
- I died from pits a lot, mainly because I didn't know they were pits. I would recommend having some kind of black gradient coming from the pits to signify that they result in death.
- The fades felt reaaaaaaaally slow, seemed to take forever to start a new game
- A quick restart button would be a very good idea
- The enemies are really good sponge bullets. Honestly I would half their HP and maybe enough half how much ammo you get. Less is more.
- Took me a second to get how an elevator works, maybe show a little icon signifying to press up or down?
- I dunno how I did this, but I died right at the beginning by walking up to the elevator. I was pressing right and down if that helps, but it seems that I got crushed by the elevator or something?

All in all though, I did have fun with the game. You are going in the right direction. Keep it up!
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Post » Sat May 02, 2015 1:35 pm

It's stupid hard at the moment. This is a pretty hard level, but one of the more taxing in terms of performance so the feedback on performance was exactly what I was after. That said, all the other feed back is also exactly what I needed. :D

@jobel Thank you (I'm an artist by trade) so even my concepts look polished lol. I may have to simplify health and rework that functionality. The elevator : Yes, I do need some sort of graphic indicator that make them more intuitive. I recently added the elevators so they have some issues at the moment. (as I am beginning to find out) Leaps of faith & look feature. I will have to re-implement my camera positioning, it seems to make more sense now after others have played. (I forget that I know where everything is)

Yes, I am ultimately targeting desktop. The browser version was more of a for shits & giggles test to see how it performs.

@Colludium Thanks!! The restart jump explode bug was introduced after someone pointed out that you couldn't die on fall if you landed on the elevator platform. I have fixed it... but on restart you explode (I have fixed that as well)

@blekdar Awesome! Thanks for the performance results. Yes, the pits are an issue it seems for many. I will have to make it more recognizable that they are pits of death. I like your idea of a gradient! Along with a quick restart feature. (I have sped up the fades so it restarts a lot faster) I will pay close attention to less is more in relation to enemy HP and ammos. I have been struggling with finding that perfect balance between destroying enemies and ammo drop amounts. I didn't even think about the analog control for the 360 controller. I will keep that in mind and make that movement available as well.

I updated the links and game again to reflect a couple of mentioned crucial issues.

    Jump explode bug : fixed
    Fades speed up : loads twice as fast
    Full Screen for NW 10.5

Again, thank you for testing out the game thus far everyone! It's super helpful to get outside eyes and feedback.
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