Hey, thanks you for the video review! :)
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Hey, thanks you for the video review! :)
It should be made into a bigger game in my opinion.
Yeah! Is too early to say it, but several months ago I was thinking about it, and after some developer colleagues recommendations, I would like, in near future I hope, trying to develop a full game follow the basis of this practical exercise from my master degree, developing it from scratch using all of I learned in the master degree and in my short experience in a game studio this last three months. Stay tunned! ;)
Hi! Thanks for your video review :)
I see that you play with an old version of the game (the mouse issue at the start, and the main menu not show the "UPDATE #2 (14 MAR 2017)" message in the lower right corner of the screen). The current version fixes some bugs (detailed in the page description) and improves certain parts of the game.
From your comment in Youtube:
"This game should win a prize for best combination of interesting graphics and awful gameplay"
Yeah, totally agree xD Thinks that the game is a practical exercise made in only 4 weeks for a master degree in game development. Not is a demo, beta or preview version for a future final game.
Anyway, I hope, at least, that you ever enjoyed (a little bit) the game :)
Edit: I see now in your video in Youtube that the video review has been recorded on 11 march, before the last update. That explain why you played an old version :)
Hi! Thanks for the feedback :) In response for some points:
1. Yeah. The UI is one of the less worked parts of this project. I'm only work on this after the deadline to made minimal usable for the final users (the initial UI and menus were very very simple and basic).
2. The lifebars are a obligatory requisite for the practical exercise by part of the teachers :) (and the code to manage this have a very little performance cost).
3. Yeah, another obligatory requisite. The requisite limited us to implement the all shoots as fisical bullets throw from the weapons by forces using the physics system. The ideal way wiould be implement this as a ray, for the instant impact or for ensure the target if the bullet has retard, and use a trace renderer for show the shoots.
The unoptimization is come for how is implemented much of the elements and mechanics by the forced limitation requisites. For example, all objects, like bullets or particles, are created and destroyed continuously instead of using an object pool (the teachers want to see if we learned to use the Unity3D basic functions and concepts to instantiate and destroy objects in scene), and other perfomance problems are related for how is comunicate between game entities in scene (masive use of FindObjectByType and similar Unity3D functions for example).
Thinks that is the first practical excercise of the master degree and the pourpose of this little projects is evaluate our level of what we have learned in class (thinks that is like an practical exam). The goal no is reach to made a final quality game (and less in one month of development). This is the pourpose of the final project (with a duration of 3 months to develop and no requisite limits).
Anyway, thanks again for all your feedback. I appreciate much all feedback received. Is an important way to improve my work on future projects, and I'm glad you liked the game :)
Is a bug in my code that I will try to fix in the future, if I find some time for it (now I'm working on the next practical exercises of the master degree).
Try this. Change the mouse sensitivity in the settings from main menu or in game pause menu, and try again. A friend reported me the same problem and is how he said that he solved it. Hope this can help you.
Lol, don't worry, does not offend me xD I made the final sounds (the voices) in a couple of hours. I'm afraid, the sound is the less worked part in this project. Thanks for the feedback! :)
Hi! Change the mouse sensitivity in the settings from main menu or in game pause menu, and try again. A friend reported me the same problem and is how he said that he solved it. Hope this can help you.
Hey! Thanks for the video review :)
Total agree with the grenades, are not well implemented (I'm affraid no are the only thing in this project), sorry for that :) About the control map layout, I'm using the standard/traditional FPS control map: AWSD for moving, C for crouching, Space for jumping, etc... Anyway, I'm glad you liked the game. Thanks for playing :)
P.D.: Mental note for next projects: Add the input map layout screen in game menu too, not only in the main menu ;P
Hi! Today, one friend report me the same problem with the mouse in the Windows 64bits version (in his case, he fixed changing the sensitivity in settings menu). Other friends reported that mouse is initially inoperative at the first play, they solved it changing the sensitivity too. i'm starting to supspect where is the problem, and how to solve it for future projects. In 3~4 weeks I will be publish a new game (the next practical exercise, a space shooter). I hope the mouse does not trouble in the next project :)
Thanks a lot for the feedback :)
Thanks for the video review :)
I see in the video that you have problems with the input controls. Have you used gamepad or mouse and keyboard? (the game is not very playable with the gamepad). In case it was mouse and keyboard, have you played from Linux? Some players who have played the game on Linux have experienced acceleration problems with the mouse. Is your case? Problems with the keyboard keys assigned? (I'm using standard FPS input layout).
I hope you can give it a second chance ;)
Hi. This already happened to another user. I see in my browser that itch.io tries to display a popup window when you try to download. Check your browser to admit popups from itch.io, or download directly the game from the portfolio web site: http://portfolio.visualstudioex3.com/2017/02/20/the-esc4pe-a-primitive-shooter/
I see in my browser that itch.io tries to display a popup window when you try to download. Check your browser to admit popups from itch.io, or download directly the game from the portfolio web site: http://portfolio.visualstudioex3.com/2017/02/20/the-esc4pe-a-primitive-shooter/
Hey, thanks for the video review :)
Sorry a lot for the "spawn rifle bug" (two times consecutives!). I have some kind of problem with the colliders on stage. They are not constants but randomly some collider stage platforms are deactivated (I presume the reason is for using Mesh Colliders instead of Box Colliders in some level pieces).
Anyway, thanks for your patience and for played entirely the game :)
Hi. You played it on Linux maybe? Some friends who testing on linux, before I published it, was notified me the same problem with the mouse, the acceleration. In Windows, at least (I only can testing on Windows) I haven't noticed any acceleration (in my PC and other PCs with Windows where I tested it). The game internally only multiply the mouse axis value with the mouse sensitivity value set in the Settings menu, but not apply any kind of acceleration.