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#1 |
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Dark Artz Entertainment
Join Date: Apr 2012
Reputation: 52
Posts: 15
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Many of you have posted strong opinions regarding Revelations 2012. Dark Artz Entertainment would like to act on this sea of criticism concerning improvements that need to be made on our game. However, our manpower is somewhat limited in this aspect so any changes we do make are going to take some time and effort.
What we want to know is this.....would any of you like to be a part of this effort? If you have a genuine interest in helping an indie development team we would like to hear from you. You can PM Tiger_lily or you can send an email to mailbox@darkartzentertainment.com Serious respondants only please. Again, thank-you to everyone who has already provided feedback. |
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#2 |
![]() Join Date: Jul 2010
Reputation: 39
Posts: 357
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Just to clarify, what kind of help would you be looking for?
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#3 |
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Dark Artz Entertainment
Join Date: Apr 2012
Reputation: 52
Posts: 15
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Just tell us where your talents are in game design. We could use something as simple as someone who is French correcting some of the localization errors. Or something as broad as someone who has many years of experience in Maya design. Wherever people WANT to help is really what we are asking.
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#4 |
![]() Join Date: Apr 2009
Reputation: 25
Posts: 60
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Would this be a paid job?
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#5 |
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Dark Artz Entertainment
Join Date: Apr 2012
Reputation: 52
Posts: 15
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Currently there would be no monetary compensation for worked performed. If it's any consolation, we don't get paid as a development team. This doesn't rule out future compensation but right now we have nothing to offer other than experience and possible future employment.
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#6 |
![]() Join Date: Aug 2010
Reputation: 29
Posts: 293
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I am willing to help with the localization to spanish for a free copy of the game. Huh.
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#7 |
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Dark Artz Entertainment
Join Date: Apr 2012
Reputation: 67
Posts: 108
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I'll make sure to hit you up tomorrow DrZombo.
__________________ Supermoose to the rescue!! |
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#8 |
![]() Join Date: Aug 2010
Reputation: 29
Posts: 293
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I'm completely serious though; i'm spanish and i've been living in Canada for a year, so both my English and Spanish are pretty good ^^
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#9 |
![]() Join Date: Sep 2009
Reputation: 0
Posts: 12
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I saw a wagon in a video, Mayans did not have the wheel.
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#10 |
![]() Join Date: Oct 2009
Reputation: 22
Posts: 134
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Well I can offer a few little bits of advice:
1. More than 1 gun. 2. More than 1 type of enemy that simply runs straight at you. 3. Get rid of the horrible particle effects when enemies explode so you can see what you're doing. 4. Scrap the character (the 4 main characters) models, they're awful. |
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#11 | |
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Dark Artz Entertainment
Join Date: Apr 2012
Reputation: 67
Posts: 108
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Quote:
![]() 2. Also set into motion 3. Oh god yes!!! I have never understood why we have colored flaming deaths for each crystal... 4. I would love for the characters models to look way better. __________________ Supermoose to the rescue!! |
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#12 |
![]() Join Date: Jun 2010
Reputation: 103
Posts: 335
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This would be a pretty major revision, but here's an idea that might genuinely help things a lot.
Part of the setup for the L4D games is that you're essentially playing the role of a protagonist in a zombie movie. So go with that here. The difference is... your movie, Revelations 2012, is being directed by the current day equivalent of Ed Wood. It's going to be bad, really bad, but so bad that it's fun to watch. All of the scenery should look cheaply made and obviously fake. Stuff in the distance? Plywood standups, with some at the wrong angle. A prop needs to fly? Make the wires visible, and let some get hung on something. For the guns... flashlights, laser pointers, nerf projectiles, ping pong balls, you name it. When someone gets hit massively, have a blood pack go off... in the wrong location. Have all of the voice acting be as supremely hammy and intentionally bad as possible. Incapped or dead players do extended awful death speeches while the action continues. Have random odd things going on audibly (maybe even visibly) "off set". You get the idea. ![]() For a game in another genre that uses this sort of plan, take a look at Unstoppable Gorg (although you want your "movie" to be even worse). For movie examples, check out Plan 9 from Outer Space or most episodes of Mystery Science Theater 3000. |
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#13 |
![]() Join Date: Jun 2010
Reputation: 103
Posts: 335
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Also, let me make some suggestions about whatever your next project will be. I'd recommend in the strongest possible terms to do something besides an fps. In fact, I'd recommend going for something 2D, or if 3D, in an abstract or intentionally less detailed style like voxels. A fps depicting people in an Earth/realistic setting will require far more manhours than something more stylized, abstract, or just plain simpler. You also avoid comparisons to huge AAA titles, or in your case, games using the same engine.
As a frame of reference, Wadget Eye Games and Zeboyd Games are both devlopers with only 2 core people with quite a bit of success on Steam. And remember, things like Angry Birds are 2D. Last I heard, that was doing decent business lol. Anyway, good luck on getting things figured out. |
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#14 |
![]() Join Date: Jan 2012
Reputation: 5
Posts: 21
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I would be interested in helping, if I had the time. I'm currently going to college to get a Game Design degree from Full Sail Univeristy in Orlando, Florida, and I have a job, so it's kind of difficult to get the time, but if there's anything I might be able to help with, I'd be willing to listen to what you could have me help you with.
I can't promise anything, of course, due to my ridiculous schedule, but it never hurts to ask, eh? |
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#15 |
![]() Join Date: Dec 2008
Reputation: 2
Posts: 30
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Though I'm a software developer by trade, unfortunately I wouldn't be able to lend my time to this project, especially unpaid. But having played this for about 20 minutes (I wasn't able to play for much longer, I'll explain later in this post), I can offer a few pieces of constructive criticism.
First I will say though, really, congratulations on shipping the game. Looks like you're a family shop, and I think that's nice, and you all seem like nice people. I see a lot of very mean-spirited posts here, and also some posts from folks who seem to genuinely *want* to like the game. I bought it because I had to see for myself how bad it was, and because I enjoy supporting indie developers and think you guys deserve a shot at making this a halfway decent experience. I do believe that your team genuinely wants people to enjoy this game, and lucky for you guys. You may have gotten a few people to buy this based on the concept alone (besides the people who bought it as a joke for a friend, etc). Please don't take to heart the criticism of people resorting to personal insults. Do, however, take to heart constructive criticism. You guys need it. Even though it may be hard to hear, from what I saw, TotalBiscuit's "WTF is" didn't resort to personal insults, and he actually gives great advice (albeit veiled as an entertaining look at a bad game). And hey, I'll give you this bit of praise: You may have heard of "ORION: Dino Beatdown", another new release which has been getting bad press. I bought that game too, and I can tell you, for what it's worth, that your game is better. And it actually manages to be less buggy. In fact, regarding to "Dino Beatdown", guess what? Buying that game yourself may actually be a useful opportunity for you to learn something. It's hard to look at your own creation through the eyes of somebody who didn't create it, but play "Dino Beatdown" for a bit. Look at what they did wrong, and make an effort to not do just about anything they did. The game employs similarly bad animations, bad AI, and mele foes who just scratch at you.Anyway, here's a few bullet points that I can think of in addition to what's already been pointed out here (again, having only played for a short while):
Anyway I'll give the game another play tonight and see if I can think of some more constructive criticism. I'll also test the triple-wide support (three monitors), I don't see it being a problem as it's a Source engine game and that usually works out alright. You bet you'll hear it from me if it doesn't, though. ![]() Lastly, and I really do mean this: good luck! EDIT: As promised, here's a gallery of screenshots from triple-wide. I played in 4046x800 (a bezel corrected resolution), as I have lower framerates at full resolution (5040x1050) with Source Engine games: You may notice that there are multiple problems in this resolution (menu is on the left screen, HUD is not on the middle screen, the introduction video about Battlegrounds is spanned across more than the middle monitor, etc.). http://imgur.com/a/LMRPC#0 And just for gags, here's a shot of the monitors (pardon the slight mess): http://i.imgur.com/DpmkN.jpg The fisheye effect in the screenshots is normal for Source Engine games, and I doubt there's much you could do to fix it. If you wanted to make this ultra widescreen certified, you could make sure the HUD is always displayed on the middle monitor. You'd win points with the ultra-wide crowd, as we already don't have many properly functioning games to play. One super-easy-to-implement strong point would be adding an FOV adjustment in the display settings. An FOV of 90 is quite narrow for triple-wide, and I have to 'sv_cheats 1' to enable the console FOV commands. This excludes me from multiplayer. All that said, the triple-wide crowd is definitely niche and you've got other things to do. I also thought of a few more constructive criticisms:
That's all I can think of for now! Last edited by aftli: 05-17-2012 at 09:17 PM. |
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