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Post by Slinky on Apr 8, 2005 9:20:25 GMT -5
I'm not making a poll for this because I want to see what you guys actually have to say, rather than stuffing your thoughts into a limited number of possibilities. There's been a lot of work in the last week to get all the little things put together for the release, but I know that I am really happy with how this came out on the code side (and god knows the art is beautiful)- naturally, more went in than was originally planned... 5 monsters are present rather than the 2 originally planned, and the game's a bit more complete than the little proof of concept we originally had talked about. And oh yeah, there's that reward for those of you who make it through the gauntlet. *grins* That wasn't originally planned either, Alex just sort of made it happen at exactly the right time. Anyway, little directory bugs aside, I felt like the game came out extremely solid for what it is: a cardboard-tube-peek into the upcoming mod. It feels like there's a solid foundation under it, and it's good to have it out where it can get some criticism. The gameplay will change, the weapons will expand, what have you, but that's the core you've got in your hands.
Now's a good time for alex to pop in and give his thoughts. Or someone who's downloaded and tried it to give theirs. What you like, what needs improvement, all that stuff.
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Post by Nupraptor on Apr 8, 2005 9:53:44 GMT -5
I'm very impressed with what you guys have so far. I just played the demo for about an hour and I love it. Here are a few thoughts I had, in no particular order: * I've never before played a zombie game (or any other game) that has made me feel genuinely overwhelmed like Killing Floor did. Getting swarmed by a dozen or more undead at once is genuinely a panic-inducing experience. * I love the Uber-Grime look. * Is it just me, or is the demo level kind of small? Am I missing something? Even so, it was nicely claustrophobic. * Physics objects are really difficult to push around. Is there any way you can add the ability to pick them up / push them with the Use key? * On a similar note, I hate the bots. I'll spend several minutes setting up a barricade, only to have them push it out of the way before I'm done. Would it be possible to make it so that bots don't interact with Karma objects? * I LOVE the music. It's perfect. Very tense, with moments of eery silence. Overall, I had a blast. I can't wait to see some of the other maps. I know I'm going to be playing the crap out of the demo until the full version is released.
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Acid
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Posts: 168
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Post by Acid on Apr 8, 2005 10:31:26 GMT -5
Holy crap. I love you....not really, but ya know The things I enjoyed most so far: *The fact you can move objects to make some kind of barricade. This really helped me to survive until Wave 3 *No crosshairs ! YESSS me likey that. *Spare ammunition. I almost pissed me pants *Map Layout. Good job. I was able to defend a 3 way intersection with the help from 2 barricades and 2 bots. *Bots. Wow, I dunno if you changed the AI somewhat but when we were defending that hallway, one bot covered one hallway, the other one the second hallway while I checked the stairs to the sewer-area. *Explosive barrels ?! That prolly saved my ass during wave 2. A stray bullet from my dual handguns apparently hit a barrel and killed the huge swarm of zombies emerging from the stairs. *Animation. The zombie animations are sick !! In an awesome way. They sway forth and back making them harder to hit. *Skins. Well, you used the Hellion skins, which is alright. The soldier skin fits altogether with the enviroment. Keep it up *Music. Yes'm.... *Fear. Yes, alot of it. Especially when not knowing how many zombies are left, the fact that there is no crosshair (except for the scope), the lack of ammunition (is there a way to replenish that, like ammo boxes ?), claustrophobia, the darkness. Man, I only played for about 20 minutes, but phew. Now to my questions: 1) Ok, like said above, are there any ammo boxes ? 2) Dumb quesytion, but are there only supposed to be 2 bots. I actually tried adding 9 but ended up with two. 3) I can't seem to edit the bots....like names and skin ?! 4) Who did the music ?!!! I could help out a lil in that department if ya needed me too (like adding some hard trance, or more grunge / metal) I seriously hope your keeping the movable objects / barricades Conclusion: All in all, this is a great Mod. I have no doubt that online play will actually REQUIRE you to cooperate, seeing how hard it is to shot anything, especially when you're getting munched on. Seriously can't wait for the full version
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Acid
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Posts: 168
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Post by Acid on Apr 8, 2005 10:38:25 GMT -5
And oh yeah, there's that reward for those of you who make it through the gauntlet. *grins* Double post, soz. But, is it possible to actually get to the end ^_-; Anyways, just something I noticed. Although I like the zombies animation, looking at them again, they seem to be moving somewhat ragged. Was that planned, or will this be smoothened out ? Also, the soldiers walking animation seems way too fast for their walking speed....
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Post by Nupraptor on Apr 8, 2005 11:03:07 GMT -5
Bugs and oddities:
Sometimes, I can't pick up ammo for the Bullpup, even after I've completely run out. No idea why.
Karma objects are a bit wonky, but you know this.
Try zooming in with the bullpup then, while still holding the secondary fire key, switch weapons. You'll stay zoomed in with your next weapon.
With the exception of the Karma stuff, very minor quirks that don't detract from the experience.
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Post by Slinky on Apr 8, 2005 11:39:33 GMT -5
Umm... okay, maybe alex expected this, but I really had no clue players would be building barricades with those physics objects. Not only is that pretty smart, but... hmm... anyway, this will take some thought. Kinda adds a new facet there, heheh. The bots we're all-around a little disappointed with right now. They're still running and gunning and sometimes that's not the smartest thing in KF, especially when it takes you away from your crew. They've gotten much smarter in the past week, but overall tactics, they've got a long way to go. We'll make a couple changes to the AI, but it might be even better just to make your control over the bots more obvious, absolute, and intuitive. Suggestions welcome.
Okay, funny story with this. I get my place on the team, I get the source and compile. "Where are the crosshairs?" "Idunno, they're broken. They've been broken for awhile." "Oh... I could try to fix them... not sure what could cause them to all suddenly go out like that." "No, it's probably better this way." "OKay." So months go by, not knowing why these crosshairs suddenly broke, but as time goes on, it becomes like, "Hey, this actually is pretty neat. Makes things more uncertain. No crosshairs is pretty cool." So we move all the code, etc., over to the demo stuff last night, to finally package up our hard work into a consumable format. "Um.... There's crosshairs." "Yes." "Where did they come from?" "I moved the files over, and they were back." "Um... oh." "Yeah." "hmm.... I have no idea why that happened. But I can comment stuff out until they go away again!" "Okay!" And it was good.
Yeah, they're on shelves and stuff. Mainly, the big room near where you start with the chair and the table, and the big room with the stairs going down, there are shelves with ammo on them.
The max teamsize right now is 3. In the final release, it'll be 4.
We manually set them in the code. UT2k4 has a whole lot of complex code to work in customizable bot skins and names. I mean, it's not like you'd want thundercrash running around shooting zombies with you.... I could see a situation where there would be different types of soldiers to play as or something, but it's also kind of stylistic to have the characters be identical. So, in other words, no UT2k4 guys, you'll have to wait for alex on whether there will be more soldiers.
I know at least one track (of the two: the game music & the menu music) is by zynthetic, maybe both. And from what I've seen, music tracks are sort of open-submission. That's project management stuff, though, so I only hear about it in stories.
This is a known issue and they will be smoothed by the final version. (Mostly my fault.)
This is a serious bug, and I haven't experienced it. Is it just all bullpup ammo in general, or is it one specific clip on the shelf?
Eep! I'll get that fixed!
Thanks for the input guys, keep it coming!
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Acid
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Posts: 168
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Post by Acid on Apr 8, 2005 11:45:39 GMT -5
The only time the bots ran away from me, was when they were heading to the medpack in the lower section. Else they always stayed with me. (Maybe because I modified them so their main purpose was 'SUPPORT' ?!)
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Post by Nupraptor on Apr 8, 2005 12:04:29 GMT -5
Umm... okay, maybe alex expected this, but I really had no clue players would be building barricades with those physics objects. Not only is that pretty smart, but... hmm... I was wondering why the physics objects were kind of sparse! Building a good defense for an area is perhaps my favorite aspect of the game so far. If you could add more physics objects and/or let us interact with more of the objects already there, I'd love it. (I'd also love a Use key ) The room with all the supplies at the top of the two staircases, for example, has some couches that I wish I could push around. Also, this is just my opinion, but I think the undead can jump a little too high. I'm pretty sure they can jump over things that the player cannot. This is a serious bug, and I haven't experienced it. Is it just all bullpup ammo in general, or is it one specific clip on the shelf? I just checked. It's all Bullpup ammo. It also sometimes happens with pistol ammo, but not as frequently. This is some really great stuff you guys got here. I meant it. I was only mildly interested in KF until I started playing it. Now I've played the demo map at least a dozen times.
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Post by Rattic on Apr 8, 2005 12:50:51 GMT -5
The menu music was by me. It wasnt originally intended for menu music, it was intended for in-game and I didnt want to distract the player, hence its kind of on the sparse side. Was planning on working on it some more to make it more suitable as a stand alone menu track. Will forward it to the team when its done, and they can use the new version if they prefer for the final release.
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Post by Alex on Apr 8, 2005 12:55:27 GMT -5
You know man, if you keep makin' tracks, and IF they fit the gameplay there aint no reason why i wont slate them into the maps I do love your stuff, i just thought that track suited menu well
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Acid
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Posts: 168
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Post by Acid on Apr 8, 2005 12:56:11 GMT -5
YOu did an awesome job ;D
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Post by Nupraptor on Apr 8, 2005 13:32:47 GMT -5
Here's a screenshot of me being unable to pick up Bullpup ammo, even though I'm down to 98 rounds.
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Post by Slinky on Apr 8, 2005 13:52:22 GMT -5
Hm, who else is or is not having this problem? It's very strange.
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Acid
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Posts: 168
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Post by Acid on Apr 8, 2005 14:23:29 GMT -5
Haven't tried it yet, seeing how I'm too pussy to get down from the cages ^_- Will try it out though.
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Post by Alex on Apr 8, 2005 14:24:23 GMT -5
I get it Its our good old friend Mr.Collision rearing his ugly head again to skullfuck us We'll sort it out though dont worry guys
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