thanks for playing! development is actually progressing, i have added health for the enemies and player, different damage output for the weapons, knockback, invincibility frames, an option menu and some other stuff, but my second demo isn't quite ready yet. i still have to differentiate properly how the weapons work, add a ranged attack for at least some of the enemies etc.
i'm indeed working on improving the "gamefeel" and i already have a bunch of sound effects to try out lol
you are the first one to mention the lighting issue, which is something i might experiment on. i was tempted to leave it all shadowed on purpose, but i admit that in many spots it kinda looks TOO dark
(lastly, if you are actually nostalgic for hawken, we play it online every week on the hawakening discord.)
Your video card drivers seem not to support the required Vulkan version.
If possible, consider updating your video card drivers or using the OpenGL 3 driver.
You can enable the OpenGL 3 driver by starting the engine from the
command line with the command:
"awoken.exe" --rendering-driver opengl3
If you have recently updated your video card drivers, try rebooting.
---------------------------
OK
---------------------------
Can you perhaps have the zip file have a shortcut to the .exe inside it, which has this parameter, and call it start in safe mode or something? I had to right clikc, create shortcut, right click shortcut go properties, paste "--rendering-driver opengl3" onto the end of target, apply, ok, then click shortcut to run uit.
IT then ran fine, very fast even. IT was very responsive good job. I like hwo the anime ho animates each time i shoot.
On You Died! the button for "Restart" is cut off so it just say "Restar"
Your level design LOOKS SO COOL! I like how the cockpit reacts to the light of the area.
Just need to have gun shot spawn projectile and toggle on an area light to provide muzzle flash...
Good start, the basic visuals are pretty neat already even though I'm guessing this is more of a prototype.
Like some of the other commenters mentioned, you should definitely beef up the mechs HUD with lots of cool / functional gizmos. Also, utilizing more cute anime girls is always a solid strategy.\
Keep working on it! I'm interested in seeing your progress.
I like it, it needs more. You can break it pretty easily by using slide/dash and jumping a lot. Ran around a bit and looked at the environments too, got a some kills but mostly fucked around.
Here are some suggestion:
- Health Bars on screen in cockpit,
- Enemy radar on screen in cockpit
- Animegirl on screen in cockpit, I think this what you already have planned, giving you messages while you play.
- Jumping and dashing in the air is fun, make a slight headbob when you land, cockpit going down and up.
-For environmental details in the future I would go with a lot of aggressive commercials
- I think maybe you should consider some pixelated textures for the graphics, go with that sort of style. I was thinking about the turret, some pixel nuzzleflare when you blast might be good.
- That is one giant bartender, I think I autodied when jumping behind the bar.
TL;DW: It's fun. I guessed in the video that you probably aren't going to keep it as a melee horde shooter (not that there's anything wrong with those,) but thinking about it a little further, it makes sense to have a scoring system in a horde shooter. Either way, I had fun and I'll be looking forward to future demos.
i need to add a tutorial. there's actually a sprint button lol
also, the kill counter didn't break for you, so there might be a resolution scaling issue?
the performance issues do really seem to be related to the player location. i will try to rework the map, at worst i will have to create another from scratch
Pretty solid start. AI is pretty simple, and I can tell the performance dips in some places as others have mentioned. I assume this is a prototype, so not much specific to say. I will say, though, I recommend cockpit-maxxing as much as possible. Nothing gets me more in the mood for these games than a good-ass cockpit HUD
the frame drops seems to be more related to where the player is than to how many kills you have done.
hell if i know
i have usually managed to avoid them by stayin more or less put in a more shadowed area rather than jumping around, but of course this is neither a solution, and not even a proper workaround.
initially i was really hoping that it was merely a polygon count issue and that i needed to create simpler, more game ready assets, but if the issue is related to how the enemy pathfinding works and is constantly being calculated then i'm afraid i will have to look up a LOT of tutorials before being able to fix it properly.
I tried playing it on Linux but it didn't go so well. Proton 7 wouldn't run it at all and latest wine starting to lag like crazy after only a minute so I didn't play very long.
I like the art style and the anime girl but the two don't match very well, need to make one look like the other. Check out Shogo if you haven't yet.
The weapons really need some juicy projectiles, focus on the effects and even just these two guns will be a treat to play.
I tried it again with the native linux build this time. It worked seemingly okay this time. But I got stuck in a corner near the rickroll and died. Everything else still stands, the game is very bare-bones and doesn't feel very good to play.
no major crashes or errors to report. the AI is easy to play around - just stand somewhere far away and shoot, since their spawn positions are fixed and movement speed is low, they'll never get you.
default volume is too high, i toned my headset down to 2/3rd volume
overall it's a promising start. consider adding random spawn positions (or at least the same position + a random Vector 3 offset), and making a faster enemy so the player doesn't just corner-camp like i did
Didn't have any performance issues on my end while playing.
Anyway, since its an early (and your first) prototype, you will probably mostly read things you already know yourself, however i'll just write down my thoughts:
A settings menu would be great. I always turn down sounds in game because i've set my system sounds too high, couldn't do that here. Also while at the topic of settings, you might want to check out the other fullscreen option in Godot, because it prevents the grey border around the window.
The explosions are way too slow, like 80s era game explosions while the enemy animations are pretty fluid.
Enemies obviously need more mechanics than just approaching and damaging on contact.
Weapons need projectiles, more visual feedback for both firing and hitting a target.
The sounds are actually okay, for instance jumping sounds like a mech jumping, but landing is stiff and quiet.
The rickrolling is a nice touch, didn't expect that.
Will the anime girl in the corner be animated later on? Like the doom guy reacting to damage, power ups etc?
Good job on making a stable demo though. Hope to see it evolve in the future!
Comments
thanks for playing! development is actually progressing, i have added health for the enemies and player, different damage output for the weapons, knockback, invincibility frames, an option menu and some other stuff, but my second demo isn't quite ready yet. i still have to differentiate properly how the weapons work, add a ranged attack for at least some of the enemies etc.
i'm indeed working on improving the "gamefeel" and i already have a bunch of sound effects to try out lol
you are the first one to mention the lighting issue, which is something i might experiment on. i was tempted to leave it all shadowed on purpose, but i admit that in many spots it kinda looks TOO dark
(lastly, if you are actually nostalgic for hawken, we play it online every week on the hawakening discord.)
Played the version you just posted https://www.twitch.tv/videos/2026447243
Agreeing with other commentors, cool start for a game, the basic flair is there
when I try to run it, it said:
---------------------------
Unable to initialize Vulkan video driver
---------------------------
Your video card drivers seem not to support the required Vulkan version.
If possible, consider updating your video card drivers or using the OpenGL 3 driver.
You can enable the OpenGL 3 driver by starting the engine from the
command line with the command:
"awoken.exe" --rendering-driver opengl3
If you have recently updated your video card drivers, try rebooting.
---------------------------
OK
---------------------------
Can you perhaps have the zip file have a shortcut to the .exe inside it, which has this parameter, and call it start in safe mode or something? I had to right clikc, create shortcut, right click shortcut go properties, paste "--rendering-driver opengl3" onto the end of target, apply, ok, then click shortcut to run uit.
IT then ran fine, very fast even. IT was very responsive good job. I like hwo the anime ho animates each time i shoot.
On You Died! the button for "Restart" is cut off so it just say "Restar"
Your level design LOOKS SO COOL! I like how the cockpit reacts to the light of the area.
Just need to have gun shot spawn projectile and toggle on an area light to provide muzzle flash...
Good start, adding some basic gamefeel such as camera shake or projectiles. The sound is great so far.
Good start, the basic visuals are pretty neat already even though I'm guessing this is more of a prototype.
Like some of the other commenters mentioned, you should definitely beef up the mechs HUD with lots of cool / functional gizmos. Also, utilizing more cute anime girls is always a solid strategy.\
Keep working on it! I'm interested in seeing your progress.
I like it, it needs more. You can break it pretty easily by using slide/dash and jumping a lot. Ran around a bit and looked at the environments too, got a some kills but mostly fucked around.
Here are some suggestion:
- Health Bars on screen in cockpit,
- Enemy radar on screen in cockpit
- Animegirl on screen in cockpit, I think this what you already have planned, giving you messages while you play.
- Jumping and dashing in the air is fun, make a slight headbob when you land, cockpit going down and up.
-For environmental details in the future I would go with a lot of aggressive commercials
- I think maybe you should consider some pixelated textures for the graphics, go with that sort of style. I was thinking about the turret, some pixel nuzzleflare when you blast might be good.
- That is one giant bartender, I think I autodied when jumping behind the bar.
Also, you got me:
TL;DW: It's fun. I guessed in the video that you probably aren't going to keep it as a melee horde shooter (not that there's anything wrong with those,) but thinking about it a little further, it makes sense to have a scoring system in a horde shooter. Either way, I had fun and I'll be looking forward to future demos.
i need to add a tutorial. there's actually a sprint button lol
also, the kill counter didn't break for you, so there might be a resolution scaling issue?
the performance issues do really seem to be related to the player location. i will try to rework the map, at worst i will have to create another from scratch
Pretty solid start. AI is pretty simple, and I can tell the performance dips in some places as others have mentioned.
I assume this is a prototype, so not much specific to say. I will say, though, I recommend cockpit-maxxing as much as possible. Nothing gets me more in the mood for these games than a good-ass cockpit HUD
hell yeah i do agree about the cockpit
hawken is still undefeated in that department
After 35 kills frames dropped to slideshow. Just got warmed up, kicking mechasses.
the frame drops seems to be more related to where the player is than to how many kills you have done.
hell if i know
i have usually managed to avoid them by stayin more or less put in a more shadowed area rather than jumping around, but of course this is neither a solution, and not even a proper workaround.
I got behind two corners and it started to drop somewhere after second corner.
initially i was really hoping that it was merely a polygon count issue and that i needed to create simpler, more game ready assets, but if the issue is related to how the enemy pathfinding works and is constantly being calculated then i'm afraid i will have to look up a LOT of tutorials before being able to fix it properly.
Good start, I like the cockpit
I got some fps drops so you may check pathfinding performance
huh, so that was the issue? damn.
Awoooooowoken a game without linux
I tried playing it on Linux but it didn't go so well. Proton 7 wouldn't run it at all and latest wine starting to lag like crazy after only a minute so I didn't play very long.
I like the art style and the anime girl but the two don't match very well, need to make one look like the other. Check out Shogo if you haven't yet.
The weapons really need some juicy projectiles, focus on the effects and even just these two guns will be a treat to play.
I tried it again with the native linux build this time. It worked seemingly okay this time. But I got stuck in a corner near the rickroll and died. Everything else still stands, the game is very bare-bones and doesn't feel very good to play.
highscore of 100+, after 100 the display breaks
no major crashes or errors to report. the AI is easy to play around - just stand somewhere far away and shoot, since their spawn positions are fixed and movement speed is low, they'll never get you.
default volume is too high, i toned my headset down to 2/3rd volume
overall it's a promising start. consider adding random spawn positions (or at least the same position + a random Vector 3 offset), and making a faster enemy so the player doesn't just corner-camp like i did
keep up the good work
Didn't have any performance issues on my end while playing.
Anyway, since its an early (and your first) prototype, you will probably mostly read things you already know yourself, however i'll just write down my thoughts:
A settings menu would be great. I always turn down sounds in game because i've set my system sounds too high, couldn't do that here. Also while at the topic of settings, you might want to check out the other fullscreen option in Godot, because it prevents the grey border around the window.
The explosions are way too slow, like 80s era game explosions while the enemy animations are pretty fluid.
Enemies obviously need more mechanics than just approaching and damaging on contact.
Weapons need projectiles, more visual feedback for both firing and hitting a target.
The sounds are actually okay, for instance jumping sounds like a mech jumping, but landing is stiff and quiet.
The rickrolling is a nice touch, didn't expect that.
Will the anime girl in the corner be animated later on? Like the doom guy reacting to damage, power ups etc?
Good job on making a stable demo though. Hope to see it evolve in the future!