I look forward to this every time I go to play demos. It didn't disappoint. I can tell it's been improved in subtle ways since the last time I played. I like the aiming and the general responsiveness. I was a little thrown by the lack of a reload, and it took me a minute to realize the idle animations for the pistol had nothing to do with reloading, but I can adapt to that. The idle animations in general had a bad habit of getting in the way of my aim, I recommend only playing them if the player hasn't changed their position and/or aim for a little while. The usable item indicator could be more organic, but I like the way it shifts and scales with your position and aim. I think I got shot while in cover at one point, I was behind a bend in a wall. There was also a real problem with getting stuck on walls, sometimes even when I felt like I wasn't touching them. Overall I think this is still very promising.
The new assets are looking real nice, it's really coming together. I particularly like the new pistol and plasmagun.
I ran into a few issues but Cybdev already covered most of them, I would just say the near-clip is a bit far off so I can see through walls on an angle if right next to them. My FoV is set to about 75% so it might not be visible lower.
Had to play the GL version on Linux due to libvulkan.so.1 missing, but I've made no attempt to explicitly check if Vulkan is even set up to be working on my end.
The mouselook slowdown seems to be related to animated actors being in the view frustum (whether they're visible or not) and can be seen especially on the second level after dropping down the red pipe. Panning around standing in front of the red door causes much lower mouse sensitivity when the rocket-launcher area on the opposite wall is visible. Funnily enough, I get the exact same problem in Jedi Outcast and Jedi Academy when running via Wine/Proton.
You could also use some sort of V-Sync or frame limiting as the game constantly squeezes its core to maximum.
Fun little retro styled shooter, visuals are spot on. Played with the Vulkan renderer and experienced no visual glitches.
Found some bugs/weird things while playing on Windows. If you want me to record footage of any of these let me know.
-On the first level if you kill the first 3 enemies and gib at least 2 of their bodies with the shotgun and then shoot the skull door the game will crash.
-Sometimes when hitting dead bodies the blood splatters will be white. I've only seen it happen on the first enemies.
-Moving diagonally against certain walls will cause the player to stop. You can see this in the very first room you spawn in.
-If you walk into the inside of a corner and begin to jitter, you can sprint and then crouch to get stuck in the slide motion. You'll still be able to look around and shoot but you'll be unable to move. Loading a save will leave you still frozen in place as well, unless the player is airborne or partially on a ledge I believe.
-I was able to jump through an upwards moving elevator by jumping when it began to go up, but replicating it was a bit inconsistent.
-Had the same mouse sensitivity issues that everyone else has when trying the glcoal.exe but it was fine when playing with the vkcoal.exe
-The plasma rifle inspection animation takes up too much screen space. This isn't a bug but it was a bit annoying when walking up the stairs.
-I was able to clip through a slope once while jumping down it and was stuck, but could never replicate it. Wasn't recording while playing so I can only give you a clip of me already in it. https://streamable.com/7loyf
1. I can't reproduce the crash with the skull door. If you can record this, please send me a video.
2. Were the blood splatters white, or were they a different texture altogether? I've noticed decals occasionally switch to a different type, but never just color.
I just removed the "inspecting" plasma rifle animation - I personally found it too obscuring as well. It won't be seen in the next demo day.
The mouse sensitivity issue indicates that FPS is a factor, since I think the Vulkan renderer has a higher performance. I'll try to fix the root cause, but if I can't, maybe I'll just raise the limit that users can set to sensitivity in the options menu sliders.
Movement/collision code definitely needs work. I'll try to spend a dedicated block of time of fixing them.
It crashes after the freeze, you can also see what appears to be a white blood texture that turns red when I go back to gib the 3rd body. https://streamable.com/54f9a
Comments
I look forward to this every time I go to play demos. It didn't disappoint. I can tell it's been improved in subtle ways since the last time I played. I like the aiming and the general responsiveness. I was a little thrown by the lack of a reload, and it took me a minute to realize the idle animations for the pistol had nothing to do with reloading, but I can adapt to that. The idle animations in general had a bad habit of getting in the way of my aim, I recommend only playing them if the player hasn't changed their position and/or aim for a little while. The usable item indicator could be more organic, but I like the way it shifts and scales with your position and aim. I think I got shot while in cover at one point, I was behind a bend in a wall. There was also a real problem with getting stuck on walls, sometimes even when I felt like I wasn't touching them. Overall I think this is still very promising.
The new assets are looking real nice, it's really coming together. I particularly like the new pistol and plasmagun.
I ran into a few issues but Cybdev already covered most of them, I would just say the near-clip is a bit far off so I can see through walls on an angle if right next to them. My FoV is set to about 75% so it might not be visible lower.
Had to play the GL version on Linux due to libvulkan.so.1 missing, but I've made no attempt to explicitly check if Vulkan is even set up to be working on my end.
The mouselook slowdown seems to be related to animated actors being in the view frustum (whether they're visible or not) and can be seen especially on the second level after dropping down the red pipe. Panning around standing in front of the red door causes much lower mouse sensitivity when the rocket-launcher area on the opposite wall is visible. Funnily enough, I get the exact same problem in Jedi Outcast and Jedi Academy when running via Wine/Proton.
You could also use some sort of V-Sync or frame limiting as the game constantly squeezes its core to maximum.
Fun little retro styled shooter, visuals are spot on. Played with the Vulkan renderer and experienced no visual glitches.
Found some bugs/weird things while playing on Windows. If you want me to record footage of any of these let me know.
-On the first level if you kill the first 3 enemies and gib at least 2 of their bodies with the shotgun and then shoot the skull door the game will crash.
-Sometimes when hitting dead bodies the blood splatters will be white. I've only seen it happen on the first enemies.
-Moving diagonally against certain walls will cause the player to stop. You can see this in the very first room you spawn in.
-If you walk into the inside of a corner and begin to jitter, you can sprint and then crouch to get stuck in the slide motion. You'll still be able to look around and shoot but you'll be unable to move. Loading a save will leave you still frozen in place as well, unless the player is airborne or partially on a ledge I believe.
-I was able to jump through an upwards moving elevator by jumping when it began to go up, but replicating it was a bit inconsistent.
-Had the same mouse sensitivity issues that everyone else has when trying the glcoal.exe but it was fine when playing with the vkcoal.exe
-The plasma rifle inspection animation takes up too much screen space. This isn't a bug but it was a bit annoying when walking up the stairs.
-I was able to clip through a slope once while jumping down it and was stuck, but could never replicate it. Wasn't recording while playing so I can only give you a clip of me already in it. https://streamable.com/7loyf
Hope this helps!
Thanks for playing.
1. I can't reproduce the crash with the skull door. If you can record this, please send me a video.
2. Were the blood splatters white, or were they a different texture altogether? I've noticed decals occasionally switch to a different type, but never just color.
I just removed the "inspecting" plasma rifle animation - I personally found it too obscuring as well. It won't be seen in the next demo day.
The mouse sensitivity issue indicates that FPS is a factor, since I think the Vulkan renderer has a higher performance. I'll try to fix the root cause, but if I can't, maybe I'll just raise the limit that users can set to sensitivity in the options menu sliders.
Movement/collision code definitely needs work. I'll try to spend a dedicated block of time of fixing them.
It crashes after the freeze, you can also see what appears to be a white blood texture that turns red when I go back to gib the 3rd body.
https://streamable.com/54f9a