Game Development Community

Carnage Insurance Policy in PlayTest

by Raymond Ku · in Torque X 2D · 10/16/2010 (4:31 pm) · 16 replies

Hey everyone,
our game Carnage Insurance Policy is in PlayTest. Theres still a lot of work ahead for me, but early feedback would be great. Thanks to everyone for their help so far.

forums.create.msdn.com/forums/t/62829.aspx

Theres quite a few things not yet set correctly.
Music from level 2 on.
Intro Cutscenes.
Splash Pages.
Collision for boundaries on some levels are improper.
enemy spawns in later levels.

I'll probably update the playtest in the next few days with updates.

Much thanks to the community,
Ray

*edit*
Level 2 lags pretty bad when crawlers are spawned due to light normal map being weird.

#1
10/16/2010 (5:35 pm)
Checking it out! Hey you should put your email in your profile instead of the "About the author", there are spam bots crawling all over the internet trying to find email addresses. (This is a public forum)
#2
10/17/2010 (3:23 pm)
sup guys loaded up CIP and left you some feedback on CC.
#3
10/17/2010 (5:57 pm)
Thanks jon, I'll address those issues right away. Will Playtest Burn140 too.
#4
10/19/2010 (6:36 am)
I tried to fix some of the issues you are experiencing jon. I couln't get the game to lag as much but i tried to do some spawning management.

Also the graphic tears i'm not sure i know how to fix. I dont actually see that on my system either. I just turned on SynchronizeWithVerticalRetrace that i saw in another post. I should have the latest version up tonight or tomorrow morning.

If you have time could you see if the tears and slowdowns still exist?
I think it might still get a bit slow near the ninja.

here is the changeLog:

Level 1 collision bounds changed
Level Reset garbage collection revised
Zombie Behavior when far away changed

Synchronize with Vertical Retrace turned on

Fixed trigger level 1 boss player animation error
Collision for level 1 electricity area with player.

Level 2 Lighting changed

#5
10/19/2010 (6:51 am)
In Process now.

I've been trying to get the Advance lighting in CEV version of Torque by Alex to work for level 2. At the moment, i switched it back to default lighting.
But the goal has always been the cone. If anyone has any advice, I would greatly appreciate it.

Thanks
Ray
#6
10/20/2010 (9:29 am)
I'll try to get around to giving the new version a go some time this week.
#7
10/22/2010 (10:13 pm)
Great game. I left my comments in the other forum.
#8
10/23/2010 (12:25 am)
I left some feedback, but you probably won't like it.
#9
10/23/2010 (2:28 am)
Oh there is a level 2, D'oh.

I must have screwed something up cause I failed to get there, but really enjoyed what I played.
#10
10/23/2010 (2:59 am)
Thanks everyone for leaving the feedback, still a lot for work for me.

@will the gameplay and what not is actually not my brainchild, I am pretty much the messenger. I dont really mind =). But i am confused about what you meant when you said "too early." Does this mean it needs to be more polished before i allow it for playtest?

@Chris that was the level 1 "boss" i guess it needs more tweaking. After you kill the 5 npc's you have to walk a bit, but i'll try to make it more clear in the upcoming revisions
#11
10/23/2010 (4:08 am)
@Raymond well, yes, sort of. Playtest being the key word there, if its just graphics which are finished, you can just show a youtube video, and people will be intrigued. But expecting us to play a game thats not even close to finished is quite annoying, because we already do that all day with our own games.

How the hell was I supposed to figure out how to turn around? Eventually I figured out I could turn around by using the "Run" feature. But that was really annoying, especially when i had to run from side to side to fight zombies, that were chasing me across the screen. Uber uber annoyed I was. I'm over it now, but it will be awhile till I trust your product again with my free time.
#12
10/23/2010 (4:13 am)
ah sorry, then i am at fault. I will refrain from posting playtests till the product is more ready. This is my first time doing a project of this sort. Thanks for your feedback, i have learned quite a bit.

But i think that was something that came up, the right analog controls facing when normally walking. We will be adding that to the tutorial. For now i'll pull the playtest.

edit i meant right analog stick
#13
10/23/2010 (6:21 pm)
Right analog stick! Ok then, that makes sense! put that in your tutorial!

Look, I'm guilty of the same issues sometimes. But in this case, the fault is on you guy's because you obviously want to do well with this game, or you would not have taken time to develop that art style you have going on. Simply give us fellow the developers the respect we deserve when offering us a look at your game, give us a medium in which we can appreciate your product for what it is, and we will reward you with kind words.

BTW, what is with the blue hat zombies, are they different? I blasted a zombie at point blank with a shot gun and he didn't die, was that a power zombie, he looked like all the others?

From dev to dev, I would put little circle collision boxes, about the width of the zombie, on all the zombies feet, to keep them from piling on top of each other. Getting attacked from zombies who have conjoined into a super zombie is basically ridiculous.

Maybe they get away with very little internal collision among bad guy's in other side scrolling beat-em-ups(Scott Pilgrim, Shank), but you shouldn't allow that to be an excuse to have stick figures stacking up in groups of 4-5.
#14
10/23/2010 (6:45 pm)
Ok, I ran tried again, and i must say it was completely different with the right analog stick.

Now I was kicking total zombie ass.. then got to the end and got totally wasted by the dudes in the truck. No bigs, I figured I'll trek through the zombie horde one more time, and give the guy's in the truck another go.. however...

This time I had way too much fun with the zombies.. I found I could easily just dash around the zombies, and pile them up, pull out my shotgun, and kill like 5-10 zombies at a time.. This was very fun, until I had like 50-60 zombies on screen and the game started to slow down alot, luckily i was able to pull out my shot gun and blow some of those suckers away... And the game returned to normal speed.

Still... game was easier, but a whole new crop of problems.
#15
10/23/2010 (8:18 pm)
I'm glad it was more enjoyable. The right analog control stick is definitely something i mentioned to the creator.

I still need to sit down and add camera locks throughout the level. Definitely aware of the massive zombie mobs chugging the system. But the only way i can think of avoiding that is just to force the player to clear them before the mobs get too big.

as for collision on the zombies, i actually have little parralellograms so that they slide past each other, but they are quite tiny. perhaps i should make them bigger so they dont pile on as much.

Also check out the help screen, for controls not in the tutorial
#16
10/23/2010 (8:59 pm)
In dead rising I remember going into the basement and killing 50,000 zombies with my car for a couple of hours. I remember there was alot of lag then too, but the plus side was i got an achievement for it. So generally speaking, if you are going to slow the game down with tons of bad guys, make sure its something epic, and not just something that can happen when playing the game normally.

I'm glad you mentioned the right analog stick, because even after i knew about it, it took me about a minute to remember to use it.

If you have Right thumbstick and left thumbstick, you should make LB and RB your second most used buttons. Putting crouch in LB is a waste of a good slot, making that your reload would make the game easier to play.

Alot of people arn't going to get your control scheme right away, so you may have to make an option for pulling up the control schematic during gameplay, and prompt them to look at it.