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kms_online
Pretty, Pretty Fairy Princess


Joined: 01 May 2005
Posts: 5

PostPosted: Sun May 01, 2005 3:31 pm    Post subject: Beware The Moon [quote]

Beware The Moon
KMS Studios

http://www.bewarethemoon.com

RPGDX Game Listing
http://rpgdx.net/showgame.php?project_id=306



Haunting sounds arise from the village of Cuesta Verde. Special agents have been employed to investigate the activity in the village and discover why all the villagers disappeared. However, contact with the special agents has been lost. It is now up to you to find the rest of your crew as well as the evidence that has been left in the village of Cuesta Verde. But do not be too complacent, as the village has been cast in shadow, evil has arrived, the threat is imminent. The small corridors of the village and backstreet alleyways have been surrounded by thick black fog making the mission even harder, no one knows what lies beyond the darkness...

Maps, Items & Character Information available from website Flash/HTML.

View the Trailer of the Game from the Homepage.

All comments welcome.

http://www.bewarethemoon.com







Last edited by kms_online on Sun May 01, 2005 8:02 pm; edited 2 times in total
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Verious
Mage


Joined: 06 Jan 2004
Posts: 409
Location: Online

PostPosted: Sun May 01, 2005 5:22 pm    Post subject: [quote]

The game and trailer look good. I'll have to download the game and give it a try later. How long did it take you develop this?
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kms_online
Pretty, Pretty Fairy Princess


Joined: 01 May 2005
Posts: 5

PostPosted: Sun May 01, 2005 8:03 pm    Post subject: [quote]

Thank you Verious for your positive comments, I appreciate them greatly. I made this game last year, and would probably say it took quite a few months to complete, hope you enjoy the game!
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Tue May 03, 2005 6:55 pm    Post subject: [quote]

Wow, this game looks pretty interesting and *gasp* it's complete!

I'll be sure to download this when I get home.
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Thu May 05, 2005 5:56 am    Post subject: [quote]

It looks pretty good, but...

Quote:
SYSTEM REQUIREMENTS:
OS: Windows 2000/Me/XP
Processor: 1.5GHz
RAM: 256MB
Graphics: 64MB
Disk Space: 100MB
DirextX Compatible Sound Card
DirectX 9.0

Umm...? That's almost at Half Life 2's system requirements... And... Well, this game looks to be graphically somewhere in between Quake 1 and 2... Both of which ran fine on my old 200mhz pentium mmx with 32 megs of ram.
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janus
Mage


Joined: 29 Jun 2002
Posts: 464
Location: Issaquah, WA

PostPosted: Thu May 05, 2005 6:38 am    Post subject: [quote]

Visuals pretty much suck (and if memory serves, they're stock...), but the gameplay sounds interesting.

Edit: Yup.

It's beyond me why someone would PAY for shitty stock 3D models, but hey. It's your money.
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Nephilim
Mage


Joined: 20 Jun 2002
Posts: 414

PostPosted: Fri May 06, 2005 5:08 am    Post subject: [quote]

Josiah Tobin wrote:
It looks pretty good, but... Umm...? (Those system requirements are) almost at Half Life 2's system requirements... And... Well, this game looks to be graphically somewhere in between Quake 1 and 2... Both of which ran fine on my old 200mhz pentium mmx with 32 megs of ram.


True, but cut the guy some slack. Who among us have the optimization resources and expertise of iD software? Hobbyist 3D is, practically by definition, going to be less efficient than the AAA titles.

Sure, there's a guru here and there (like John Carmack) who can eke out maximum efficiency at the garage level by coding down to the metal, but I think many of us end up having to use third-party libraries if we want to get our project finished in any reasonable amount of time...
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Visit the Sacraments web site to play the game and read articles about its development.
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Fri May 06, 2005 5:17 am    Post subject: [quote]

Hmm, true. Guess I wasn't really thinking about that. :p
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kms_online
Pretty, Pretty Fairy Princess


Joined: 01 May 2005
Posts: 5

PostPosted: Fri May 06, 2005 8:08 am    Post subject: [quote]

Thank you for your support Nephilim
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kms_online
Pretty, Pretty Fairy Princess


Joined: 01 May 2005
Posts: 5

PostPosted: Fri May 06, 2005 8:29 pm    Post subject: [quote]

janus - can you make better animated models like that one in your picture, if so send me a link to screenshots of them.
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Fri May 06, 2005 8:46 pm    Post subject: [quote]

I think the graphics are fine for this game, they do the job...

This is a really good start on a game that could be great, but my main issues are with the control system and the interface. I would really like to be able to walk backwards. If a zombie is walking to me and I'm out of bullets, I don't want to need ample turning space in front of me to get away from him. Aiming is also quite difficult, though perhaps that was intentional? Also, one feature that is severely lacking is collision detection. I have to play on the "honor system" because I can walk through everyone and everything on the map. And for some reason, I continued walking around for about 30 seconds after my health hit zero and then suddenly dropped dead. After death, the exit screen stayed on for a really long time before closing the program, which was pretty annoying. And the main menu is not a very intuitive interface.

Also, it seems to be going much too slowly for the relatively low amount of graphical detail. Are you rendering the entire world no matter what's visible to the player? If so, you should do some research on frustum culling.

That said, it still is an impressive achievement. It presents a really creepy atmosphere, I like how you run into team mates that help you, and I enjoyed reading all the backstory and information on the website. It's a good start, and if you address the issues listed above it could be a great game.

One suggestion: It's kind of weird just running into those gigantic cave troll-type creatures in the city, and they go down much too easily. I think it would be much cooler if they were tougher to kill and there were less of them. And the first one you meet should make some kind of scripted dramatic entrance, for like a boss battle or something. Something to let the player know that these guys mean business.
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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kms_online
Pretty, Pretty Fairy Princess


Joined: 01 May 2005
Posts: 5

PostPosted: Fri May 06, 2005 9:50 pm    Post subject: [quote]

Hi XMark, thank you for spending the time to download it and play it, i really appreciate it. To walk backwords press CTRL key next to arrow keys. You right on the collision detection, there is collision detection on the main walls, although not on enemies etc which definately needs improving. There must be a bug on the death code, also once you die there is no reset button which requires you to load the game again - poor i know, so don't die ppl. I really glad u played it though and even got to the white part of the village, you did well finding those evidence packs, did you get all 15 in the end, i'll work on your suggestions, cheers.
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janus
Mage


Joined: 29 Jun 2002
Posts: 464
Location: Issaquah, WA

PostPosted: Sat May 07, 2005 3:22 am    Post subject: [quote]

kms_online wrote:
janus - can you make better animated models like that one in your picture, if so send me a link to screenshots of them.
I can't paint, either, but I still know an ugly painting when I see one. I mean, it's perfectly fine with me that indie games don't always have commercial quality graphics, but I find it pretty ridiculous that people think that buying stock art somehow makes their game look any better than it would with low quality original graphics. Stock art is WORSE than original art, even if it looks better, because it's uninspired. It has absolutely nothing to do with your game, so it won't match your feel at all or fit in with any art assets that aren't from the same stock art pack. I think this is illustrated pretty clearly by your game, because the character models don't fit the gameworld at all. Personally, I would have recommended paying someone to code you a more efficient engine instead of paying for those models. ;)
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Sat May 07, 2005 3:30 am    Post subject: [quote]

kms_online wrote:
You right on the collision detection, there is collision detection on the main walls, although not on enemies etc which definitely needs improving.


Er... I was able to walk right through all of the buildings in the second level. And I think I didn't get to the village the right way... I walked right through a wall and the level changed. (I didn't find any of the evidence packs) You should look into that.
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Sat May 07, 2005 3:59 pm    Post subject: [quote]

janus wrote:
Personally, I would have recommended paying someone to code you a more efficient engine instead of paying for those models. ;)

Paying someone to do an engine? What about OGRE, Crystal Space, Nebula Device or Open Scene Graph? Surely there's something already there that would match the needs?

I agree about the argument of using stock graphics though, they'll never really fit in and don't give much personality to the game. If you really can't find your way around Blender or Wings3D, and are unable to find anybody else who is, I can understand the situation though.
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