I kind of fell into the art style so I’m glad that it works. Yeah the hit-stun is a major part of differentiating some of the weapons, and based on PHI’s comment’s below I almost thing more noobish players might actually pick it up faster because it rewards being somewhat inefficient with automatics.
Seems like sound is borked on your setup too, I presume you’ve got pipewire? I’ve got an old miniaudio.h from 2019 providing audio setup which didn’t have pipewire support explicitly back then. I’ve updated to the current latest so you should (fingers crossed) have sound next Demo Day.
Very thorough as normal, thanks for looking at it again. And yes, it’s been nearly a decade now.
ZQSD
It’s so someone with an AZERTY keyboard can play without rebinding. The keys aren’t doing anything else so I figured “why not”?
Who doesn’t like auto-reloading.
Me.
VSync
I dev on Linux and have VSync off on the desktop itself. On Linux there is no such thing as “Exclusive” fullscreen, it’s always a borderless window so I’ve set up Windows to match. If exclusive allows you to have a different VSync setting then I may as well add the option at some point. Does Windows (or your GPU driver) not allow you to just turn off VSync on the desktop? Because that would annoy the shit out of me just trying to use Blender and Krita let alone play an FPS.
Damage Mitigation
Every hit adds a tiny amount of stun and if you continuously full-auto the SMG into one enemy you stun-lock them. For multiple enemies in enclosed areas there’s a bunch of AoE options including the alt-fire on the Shotgun which adds a bunch of stun and some knockback. I’m also making enemies intentionally bad at dealing with circle-strafing so that you can use it in more open areas later.
Exploring
I’m starting to add a bunch more pickups which will be good candidates for goodies. There will also be a proper secret system for places like the Rocket Launcher but I need to pick a good way to convert the processed BSP meshes placed in Trenchbroom back into convex volumes to use for collision checks.
What’s with the Cactus?
lol. I do want it to damage you if you run into it but that’s a low-priority thing.
The Plasmagun
It needs some more effects on its alt-fire. It’s meant to be an EMP blast that adds a lot of stun but only to synthetic enemies. I totally forgot you could use it to jump higher. I’ll add some secrets that require that.
Weak points
There’s no weak points on the enemies. At least not for now, though I’ll be adding some bigger mecha enemies that will definitely have something. And I want to add a railgun as well that can instakill with headshots like in UT.
Crouch height
That’s good point about the tables, I didn’t even realize the one up in the apartments would allow you to fit
Rocket Launcher alt-fire
Enemies will have explosives eventually too so I’ll add some flashing lights or something to it.
Shotgun
That pickup spot is cursed, even I walk past it constantly. This level is going to be closer to the middle later so it probably won’t be so bad.
Fade out debris
I disagree with the disappearing casings, it shows you where you’ve been which is a navigational aid. That said they do actually disappear, but it’s because there’s a pool for them and they only fade out to make room for new ones.
Collision near triple-plane intersections
Bullet Collision is responsible for me having grey hairs and I’m putting off looking at it again. Steps were much more buggy before and I’m glad I finally fixed that at least.
Need more stuff
I’ve been wallowing in engine-dev-hell for years but now there’s very few things left to do and I’m focusing much more on new content. The intention this year is to have one new level, a new enemy or weapon, and some more pickups in every Demo Day. Preferably more obviously but you know how it goes
Oh yeah sorry for goofing the link. 😅 And thanks for sharing the info
Windows does (and should) have vsync by default. All games should have an Exclusive Full Screen option! Not only does it bypass OS vsync but it avoids other issues with having to share drawing between other windows, basically just maximizes frame stability. Obviously, some people prefer the borderless window option too.
Regarding the damage avoidance issue, my recommendation is to create some levels or level segments that are more challenging, and playtest those thoroughly (especially with people who don't have preexisting knowledge of all the subtleties of the mechanics). Putting players up against more challenging scenarios will do more to reveal weaknesses in the design that are easier to overlook when the player isn't in much danger of dying. This is the core of the game so critical to get it right (the rest of the game feel is already feeling great).
Plays and looks great, the fast movement feels really nice and smooth. If you haven't tested the game with ultrawide monitors I can confirm it seems to work perfectly with one. Nothing really to complain about that others haven't already brought up. Well done!
So it turns out I screwed up the sound attenuation and my cute little stereo mixer was getting completely bypassed. I've fixed it on my end but I'll save it for next DD. There's also been some problems with sound so I want to add some extra debug logging and like an audio restart in the settings or something.
I commented a while ago that your game needs a flashlight and I think that's still true. I like your game, I hope that I'll be able to play a new level one day!
I'm going to be adding powerup items like in the Build engine games and I already had flare on there, I'll add a flashlight too. I'm planning out what's left in the design doc that I want to do each demo day, aiming for 1 new level per demo day this year. So consider this my pledge that there will be another level in DD55.
Glad you still like it! Maybe around this time next year I'll be close to finally finishing this and can move on to another project.
Pretty cool game, nice and fast like the old boomer shooters. Only real downside for me was that enemy pathfinding gets stuck on things or walks into walls a lot. It also initially felt a little floaty and off to me but after playing with the sensitivity a bit I eventually got used to it.
The pathfinding has had very little attention for now so that's pretty much to be expected. I intend to add a navmesh at some point but even so there's some behaviors I want to mimic in Quake to make them less likely to hug walls like they do. They're also not quite responding to re-acquiring sight properly which I want to take a look at too.
The floatiness is to smooth out the movement, I can't stand not having acceleration and deceleration. Walking helps a bit for precise movements but I'm intending for the player to mostly be moving a lot.
Thanks for streaming it, you made a good point with the cover art. I'm going to actually make the model of the main character at some point and it might look a bit better to have her available for composition.
I have a plan for adding both. This year is hopefully when I finally make a big dent in the content instead of the engine and tooling.
I don't have anything to add that others haven't already, but I did want to point out how good of a job you did with the color palette among other things. It's a great looking game
There have been many times I've gone to try a different workflow but stopped to make sure I was sampling the same colors over and over. Though I think the colored lighting in the map tools definitely helps tying it together.
It feels really good to play already, but the lighting should be adjusted to make it more clear where to go. For example, there were stairs tucked in a corner somewhere that were pitch black when looking at them from certain angles.
This is going to be a challenge for me because I have a TN monitor and I tend to make these calls at night where the darkest parts of the screen are fully visible. If a playtester like yourself points out a particularly bad spot like this though, that's a big help because it's hard for me to notice in a regular playtest. I might try lowering the brightness on my monitor sometimes and playing with the evening sun shining right into the room to make it harder to see, lol.
Sobbered enough to actually play your game. It is a near perfect 10/10 gameplay, I want more. Only problem is the sample of porn playing everytime you jump.
It's a Quake-style engine rather than a Doom/Build-style one so there's no quick and easy way to add an automap. Theoretically there's a way to make one automatically from the map data anyway but it's really not a priority. I'd rather focus on making sure there's good landmarks for players to remember.
I actually liked it a lot. Really dig the aesthetic, and it somewhat reminded me of half life and other similar games i used to play at the time.
Two things though: why do i still hear enemies after aggroing them even if i go very far away from them? lol
Also, running feels kind of.. Floaty. I don't really know how to better describe it, like i carefully try to pick up an item on a table, and i'll easily fly over it, the table, and a good distance beyond them too. Maybe it's too sensitive?
Sweet, glad you liked it. I played a lot of fps growing up and one of my goals with this game is to use a bunch of map ideas I had made in Quake 3 and UT2004 in my own game.
Something's messed up with the audio attenuation. I'm planning another pass over it to use the map's PVS for occlusion, I should be able to figure out what's wrong with it there.
Did you try even with walking? Auto-run is on by default. That said, there's also still some collision glitches with low walls so you (and the enemies who use the same code) will sometimes just vault over things you shouldn't if you do it at the right spot.
Really enjoyed playing this. Great game feel & great juice, loved using the plasma rifle. Will there be boss fights in the future? SMG feels weird with the scope and fast fire rate.
Thanks for playing, glad you liked it! Getting the feel right was pretty much the first thing I focused on (years ago at this point...)
There will absolutely be boss fights, I'm planning for three, with two of them having multiple stages. I intentionally make the AI bad at tracking so circle-strafing will work better in boss arenas later.
The SMG is supposed to be a general backup so it doesn't really match any particular role, the actual main long-range weapon will be a railgun. That and I like the look of the scope when I first sketched it out so I wanted to keep it, lol.
- no sound but there's sound options in-game? or it's not working on the linux build for me
- shotgun easy to miss, i think i only noticed it on my third trip to the store
- loads of areas are so dark i couldn't see where i was going, particularly around RL tunnel
- got lost for a long time with the grey + blue keycards and only seeing lots of red doors
- could totally be my bad, i cleared downstairs and the first couple floors but forgot the upstairs before i started looking all over the level for a missed door but I picked up the blue keycard first so that was the first colour of door i was looking for
Those are all thoughts I took down while playing ^ overall though pretty fun and you've nailed the feeling of a legit boomer shooter so far.
No sound at all? I use miniaudio.h for output which explicitly supports everything except pipewire, which should have an ALSA fallback anyway. I don't actually have any handling for if the audio fails to start though, maybe I should add some. What distro are you using? And if you try running in the terminal does it say anything about the audio in the output?
Heh, I don't know what's with the shotgun, even when I playtest I used to run past it a lot before the new lighting. I think it doesn't contrast enough with the garbage can.
In the case of the RL tunnel that's intentional, it's supposed to be a secret. There's a lot of dark parts in areas you don't have to go to, but my monitor isn't very fancy so darks come up very bright for me making it hard to tell.
I'm not really bothered by people getting a bit lost, I'd rather have people have that feeling of "ooooh, that's where it is" instead of whipping out the yellow paint, so as long as you found it without quitting I'll call that a win.
Manjaro KDE with pipewire and pipewire-pulse, it does look like there's some relevant output.
On the gameplay note yeah I didn't get lost for so long I was bothered/annoyed and hate the yellow paint trend.
Launching Game ALSA lib pcm_dmix.c:1000:(snd_pcm_dmix_open) unable to open slave ALSA lib pcm_dmix.c:1000:(snd_pcm_dmix_open) unable to open slave ALSA lib pcm_dmix.c:1000:(snd_pcm_dmix_open) unable to open slave ALSA lib pcm_dmix.c:1000:(snd_pcm_dmix_open) unable to open slave Cannot connect to server socket err = No such file or directory Cannot connect to server request channel jack server is not running or cannot be started
Odd, I'm running Manjaro too but the i3 community version using pulse and alsa. I have another computer I that has Manjaro KDE with pipewire, but that's playing the sound as normal as well. The version of miniaudio.h I'm using is from years ago at this point so I might just need to update it. It's definitely _trying_ to fall back to ALSA but I'll have to add more debug logging.
Thanks for checking it out, I'll see if I can do something about it.
I’ve updated to the current miniaudio.h which should actually support pipewire so come next demo day you should get sound back. Apparently there’s a bunch of bugs in pipewire that prevent it from being the drop-in pulseaudio replacement it claims to be. I’ll still add some extra console output in case it still doesn’t work.
Wish I tested this game first so I could do a real fanart while I was still sober. Fun game, every time you press space, you can heard a sample from the dev favorite material. Kiling people with the knife wrist is fun. Great game. Also linux version
If I was tired before, I’m now fully awake. It’s really fast paced and does a great job keeping you on your toes. The game’s short but sweet and I had a lot of fun just running around and getting a hold of the speed.
Visually it's amazing, as there's nothing that doesn't fit or really hinders the atmosphere. I liked it.
Thanks for playing, glad you liked it! I spend too much time just running around when playtesting, I'm very happy with how satisfying it is but it does cause me to waste a lot of time...
This one level is all there's been to it for years now, but I'm at the point now where I can start making most of the levels without needing more stuff. I'm thinking this demo level really needs to take more time too though, I'll try adding a little extra to it for next demo day.
Nice game! Demo is short and i wish there were more weapons to try. Actually how many are there? I found the plasma gun and some shotgun shells, but no shotgun.
The SMG also feels a bit weird: I tried using the scope to head shot the first enemies from afar, but i don't think head shots do more damage then regular hits. So because of the recoil i didn't use the scope at all after this and just hip fired everything to death.
The visual style and the audio are pretty coherent, has soul and doesn't feel cheap. Had no bugs for the playthrough.
Seems like a solid foundation that needs content and a little more oomph to the weapons. Hopefully explosives too.
There's a shotgun right in front of the store. It was in deep shadow last demo but it should be easier to spot now. There's also a rocket launcher but that's hiding in a secret ;)
There is no locational damage so headshots make no difference. I do want to add a railgun that will allow one-shot kill headshots though, like in Unreal Tournament. The SMG's scope is more to have some kind of zoom available, and the gun looks cooler with it on.
That's good to hear, I've only just made most of the textures this year and I stick to a particular palette and workflow in the hope that that will be enough. Trenchbroom having a fixed default texel density also helps a lot. I do still know of some collision glitches you might run into near low walls and running alongside tables or stairwell walls, but I don't think players will run into those as much as the AI will so I'm not fussing over it for now.
On top of the RL I do want some throwable explosives, I just want some fancier decals first. The SMG is meant to be a last resort mostly used for building up stun so its damage is pretty low. It won't be a very long game, I'm aiming for about 7-10 levels roughly the same size or a little bigger. Now that I'm using the Quake tools for level design though, the iteration time is really fast so I'll see how I go over the coming year.
Tried it again: Not sure how i could miss the shotgun. Feels way better than the SMG. Makes sense to have the latter as a backup only then. Couldn't find the rocket launcher though. Jumped across some vehicles, roofs and ledges, but nothing :(
This time i also tried to die. One thought about that would be to show the "You are dead" thing automatically after a few seconds. I think the player understands that hes dead because the HP hit 0, but just laying there, the screen not fading to black and nothing popping up until you click feels a bit off.
To add a bit of praise after leaving more critique: The heads of robots/saw dudes are a really cool idea. Just saw the switch from "Search" to "Attack" on the melee dudes when i let them kill me. Its a subtle thing that pops more on the walking monitor enemies, but it adds to the experience.
Yeah, the shotgun is a big step up. Oh the rocket launcher's there alright, but I ain't givin' any clues! I do want an easier way to get to it but it needs a couple extra assets I didn't make in time. And once the game is actually put together this level will be closer to the start and won't have all the weapons in it so it'll probably be replaced with some other pickup like a gas grenade or something.
That is a good point, I'll have to think about it as I would like to be able to keep looking around while dead, and I figure people will eventually click out of frustration if nothing else.
Yeah, they're a really old addition and I'm quite fond of them. The lighting on them is a little broken but I'm in the middle of changing file formats so that should fix up too. I'm pivoting to having more human, drone, and mecha enemies so the saw dudes will be a bit less central later, and the TVBots will later on be relegated to just secrets with the current merc dudes mostly filling their role.
Comments
Plays really well, I enjoyed the artstyle very much. Loved the Duke3D reference at the end of the level
Nice technology, feels very crisp. The visual style is awesome to me, Deus Ex vibe.
Enemies getting stunned briefly when shot is good for a n00b like me.
Footage: https://www.twitch.tv/videos/2027221098?t=1h25m27s
Thanks for trying it out!
I kind of fell into the art style so I’m glad that it works. Yeah the hit-stun is a major part of differentiating some of the weapons, and based on PHI’s comment’s below I almost thing more noobish players might actually pick it up faster because it rewards being somewhat inefficient with automatics.
Seems like sound is borked on your setup too, I presume you’ve got pipewire? I’ve got an old miniaudio.h from 2019 providing audio setup which didn’t have pipewire support explicitly back then. I’ve updated to the current latest so you should (fingers crossed) have sound next Demo Day.
I think you meant this right?
Very thorough as normal, thanks for looking at it again. And yes, it’s been nearly a decade now.
It’s so someone with an AZERTY keyboard can play without rebinding. The keys aren’t doing anything else so I figured “why not”?
Me.
I dev on Linux and have VSync off on the desktop itself. On Linux there is no such thing as “Exclusive” fullscreen, it’s always a borderless window so I’ve set up Windows to match. If exclusive allows you to have a different VSync setting then I may as well add the option at some point. Does Windows (or your GPU driver) not allow you to just turn off VSync on the desktop? Because that would annoy the shit out of me just trying to use Blender and Krita let alone play an FPS.
Every hit adds a tiny amount of stun and if you continuously full-auto the SMG into one enemy you stun-lock them. For multiple enemies in enclosed areas there’s a bunch of AoE options including the alt-fire on the Shotgun which adds a bunch of stun and some knockback. I’m also making enemies intentionally bad at dealing with circle-strafing so that you can use it in more open areas later.
I’m starting to add a bunch more pickups which will be good candidates for goodies. There will also be a proper secret system for places like the Rocket Launcher but I need to pick a good way to convert the processed BSP meshes placed in Trenchbroom back into convex volumes to use for collision checks.
lol. I do want it to damage you if you run into it but that’s a low-priority thing.
It needs some more effects on its alt-fire. It’s meant to be an EMP blast that adds a lot of stun but only to synthetic enemies. I totally forgot you could use it to jump higher. I’ll add some secrets that require that.
There’s no weak points on the enemies. At least not for now, though I’ll be adding some bigger mecha enemies that will definitely have something. And I want to add a railgun as well that can instakill with headshots like in UT.
That’s good point about the tables, I didn’t even realize the one up in the apartments would allow you to fit
Enemies will have explosives eventually too so I’ll add some flashing lights or something to it.
That pickup spot is cursed, even I walk past it constantly. This level is going to be closer to the middle later so it probably won’t be so bad.
I disagree with the disappearing casings, it shows you where you’ve been which is a navigational aid. That said they do actually disappear, but it’s because there’s a pool for them and they only fade out to make room for new ones.
Bullet Collision is responsible for me having grey hairs and I’m putting off looking at it again. Steps were much more buggy before and I’m glad I finally fixed that at least.
I’ve been wallowing in engine-dev-hell for years but now there’s very few things left to do and I’m focusing much more on new content. The intention this year is to have one new level, a new enemy or weapon, and some more pickups in every Demo Day. Preferably more obviously but you know how it goes
Oh yeah sorry for goofing the link. 😅 And thanks for sharing the info
Windows does (and should) have vsync by default. All games should have an Exclusive Full Screen option! Not only does it bypass OS vsync but it avoids other issues with having to share drawing between other windows, basically just maximizes frame stability. Obviously, some people prefer the borderless window option too.
Regarding the damage avoidance issue, my recommendation is to create some levels or level segments that are more challenging, and playtest those thoroughly (especially with people who don't have preexisting knowledge of all the subtleties of the mechanics). Putting players up against more challenging scenarios will do more to reveal weaknesses in the design that are easier to overlook when the player isn't in much danger of dying. This is the core of the game so critical to get it right (the rest of the game feel is already feeling great).
Plays and looks great, the fast movement feels really nice and smooth. If you haven't tested the game with ultrawide monitors I can confirm it seems to work perfectly with one. Nothing really to complain about that others haven't already brought up. Well done!
pretty cool game. Ran fast with no problems. I like how the pause menu llooks too.
So it turns out I screwed up the sound attenuation and my cute little stereo mixer was getting completely bypassed. I've fixed it on my end but I'll save it for next DD. There's also been some problems with sound so I want to add some extra debug logging and like an audio restart in the settings or something.
Only one level? ;_;
It was fun.
Yes ;_; it's been just the one since forever, I've got a plan though to add a new one for every demo day this year.
Glad you liked it!
I commented a while ago that your game needs a flashlight and I think that's still true. I like your game, I hope that I'll be able to play a new level one day!
I'm going to be adding powerup items like in the Build engine games and I already had flare on there, I'll add a flashlight too. I'm planning out what's left in the design doc that I want to do each demo day, aiming for 1 new level per demo day this year. So consider this my pledge that there will be another level in DD55.
Glad you still like it! Maybe around this time next year I'll be close to finally finishing this and can move on to another project.
Pretty cool game, nice and fast like the old boomer shooters. Only real downside for me was that enemy pathfinding gets stuck on things or walks into walls a lot. It also initially felt a little floaty and off to me but after playing with the sensitivity a bit I eventually got used to it.
The pathfinding has had very little attention for now so that's pretty much to be expected. I intend to add a navmesh at some point but even so there's some behaviors I want to mimic in Quake to make them less likely to hug walls like they do. They're also not quite responding to re-acquiring sight properly which I want to take a look at too.
The floatiness is to smooth out the movement, I can't stand not having acceleration and deceleration. Walking helps a bit for precise movements but I'm intending for the player to mostly be moving a lot.
Thanks for playing!
Fantastic game, one of my favorite of DD54. Add some more content and soundtracks and you have a hit
Thanks for streaming it, you made a good point with the cover art. I'm going to actually make the model of the main character at some point and it might look a bit better to have her available for composition.
I have a plan for adding both. This year is hopefully when I finally make a big dent in the content instead of the engine and tooling.
Thanks again for playing!
It felt very high quality all around. I believe you will nail it.
I don't have anything to add that others haven't already, but I did want to point out how good of a job you did with the color palette among other things. It's a great looking game
There have been many times I've gone to try a different workflow but stopped to make sure I was sampling the same colors over and over. Though I think the colored lighting in the map tools definitely helps tying it together.
Thanks for playing, glad you liked it!
It feels really good to play already, but the lighting should be adjusted to make it more clear where to go. For example, there were stairs tucked in a corner somewhere that were pitch black when looking at them from certain angles.
This is going to be a challenge for me because I have a TN monitor and I tend to make these calls at night where the darkest parts of the screen are fully visible. If a playtester like yourself points out a particularly bad spot like this though, that's a big help because it's hard for me to notice in a regular playtest. I might try lowering the brightness on my monitor sometimes and playing with the evening sun shining right into the room to make it harder to see, lol.
Thanks for playing, glad you liked it!
Sobbered enough to actually play your game. It is a near perfect 10/10 gameplay, I want more. Only problem is the sample of porn playing everytime you jump.
Also an actual fanart.
Oh there will be more alright, this should finally be the year of content.
Problem? I don't see the problem. I found it on freesound with the death sound it'll be fine.
Thanks for playing, and double thanks for more fanart!
It's really good.
I like how it feels and how it looks.
The 3 enemies and weapons (Not counting the melee) are good so far.
I think if there's one thing missing, it could be an automap but if you don't feel like it or can't add it, you don't have to.
Thanks for playing, glad you liked it!
It's a Quake-style engine rather than a Doom/Build-style one so there's no quick and easy way to add an automap. Theoretically there's a way to make one automatically from the map data anyway but it's really not a priority. I'd rather focus on making sure there's good landmarks for players to remember.
I actually liked it a lot. Really dig the aesthetic, and it somewhat reminded me of half life and other similar games i used to play at the time.
Two things though: why do i still hear enemies after aggroing them even if i go very far away from them? lol
Also, running feels kind of.. Floaty. I don't really know how to better describe it, like i carefully try to pick up an item on a table, and i'll easily fly over it, the table, and a good distance beyond them too. Maybe it's too sensitive?
Best of luck with your future endeavours.
Sweet, glad you liked it. I played a lot of fps growing up and one of my goals with this game is to use a bunch of map ideas I had made in Quake 3 and UT2004 in my own game.
Something's messed up with the audio attenuation. I'm planning another pass over it to use the map's PVS for occlusion, I should be able to figure out what's wrong with it there.
Did you try even with walking? Auto-run is on by default. That said, there's also still some collision glitches with low walls so you (and the enemies who use the same code) will sometimes just vault over things you shouldn't if you do it at the right spot.
Really enjoyed playing this. Great game feel & great juice, loved using the plasma rifle. Will there be boss fights in the future?
SMG feels weird with the scope and fast fire rate.
Thanks for playing, glad you liked it! Getting the feel right was pretty much the first thing I focused on (years ago at this point...)
There will absolutely be boss fights, I'm planning for three, with two of them having multiple stages. I intentionally make the AI bad at tracking so circle-strafing will work better in boss arenas later.
The SMG is supposed to be a general backup so it doesn't really match any particular role, the actual main long-range weapon will be a railgun. That and I like the look of the scope when I first sketched it out so I wanted to keep it, lol.
- no sound but there's sound options in-game? or it's not working on the linux build for me
- shotgun easy to miss, i think i only noticed it on my third trip to the store
- loads of areas are so dark i couldn't see where i was going, particularly around RL tunnel
- got lost for a long time with the grey + blue keycards and only seeing lots of red doors
- could totally be my bad, i cleared downstairs and the first couple floors but forgot the upstairs before i started looking all over the level for a missed door but I picked up the blue keycard first so that was the first colour of door i was looking for
Those are all thoughts I took down while playing ^ overall though pretty fun and you've nailed the feeling of a legit boomer shooter so far.No sound at all? I use miniaudio.h for output which explicitly supports everything except pipewire, which should have an ALSA fallback anyway. I don't actually have any handling for if the audio fails to start though, maybe I should add some. What distro are you using? And if you try running in the terminal does it say anything about the audio in the output?
Heh, I don't know what's with the shotgun, even when I playtest I used to run past it a lot before the new lighting. I think it doesn't contrast enough with the garbage can.
In the case of the RL tunnel that's intentional, it's supposed to be a secret. There's a lot of dark parts in areas you don't have to go to, but my monitor isn't very fancy so darks come up very bright for me making it hard to tell.
I'm not really bothered by people getting a bit lost, I'd rather have people have that feeling of "ooooh, that's where it is" instead of whipping out the yellow paint, so as long as you found it without quitting I'll call that a win.
Thanks for playing, glad you liked it!
Manjaro KDE with pipewire and pipewire-pulse, it does look like there's some relevant output.
On the gameplay note yeah I didn't get lost for so long I was bothered/annoyed and hate the yellow paint trend.
Launching Game
ALSA lib pcm_dmix.c:1000:(snd_pcm_dmix_open) unable to open slave
ALSA lib pcm_dmix.c:1000:(snd_pcm_dmix_open) unable to open slave
ALSA lib pcm_dmix.c:1000:(snd_pcm_dmix_open) unable to open slave
ALSA lib pcm_dmix.c:1000:(snd_pcm_dmix_open) unable to open slave
Cannot connect to server socket err = No such file or directory
Cannot connect to server request channel
jack server is not running or cannot be started
Odd, I'm running Manjaro too but the i3 community version using pulse and alsa. I have another computer I that has Manjaro KDE with pipewire, but that's playing the sound as normal as well. The version of miniaudio.h I'm using is from years ago at this point so I might just need to update it. It's definitely _trying_ to fall back to ALSA but I'll have to add more debug logging.
Thanks for checking it out, I'll see if I can do something about it.
I’ve updated to the current miniaudio.h which should actually support pipewire so come next demo day you should get sound back. Apparently there’s a bunch of bugs in pipewire that prevent it from being the drop-in pulseaudio replacement it claims to be. I’ll still add some extra console output in case it still doesn’t work.
Wish I tested this game first so I could do a real fanart while I was still sober. Fun game, every time you press space, you can heard a sample from the dev favorite material. Kiling people with the knife wrist is fun. Great game. Also linux version
Fanart is fanart ♥ There can't not be a Linux version, that's what I dev on.
If I was tired before, I’m now fully awake. It’s really fast paced and does a great job keeping you on your toes. The game’s short but sweet and I had a lot of fun just running around and getting a hold of the speed.
Visually it's amazing, as there's nothing that doesn't fit or really hinders the atmosphere. I liked it.
Thanks for playing, glad you liked it! I spend too much time just running around when playtesting, I'm very happy with how satisfying it is but it does cause me to waste a lot of time...
This one level is all there's been to it for years now, but I'm at the point now where I can start making most of the levels without needing more stuff. I'm thinking this demo level really needs to take more time too though, I'll try adding a little extra to it for next demo day.
Nice game!
Demo is short and i wish there were more weapons to try. Actually how many are there? I found the plasma gun and some shotgun shells, but no shotgun.
The SMG also feels a bit weird: I tried using the scope to head shot the first enemies from afar, but i don't think head shots do more damage then regular hits. So because of the recoil i didn't use the scope at all after this and just hip fired everything to death.
The visual style and the audio are pretty coherent, has soul and doesn't feel cheap. Had no bugs for the playthrough.
Seems like a solid foundation that needs content and a little more oomph to the weapons. Hopefully explosives too.
Thank you! Glad you liked it!
There's a shotgun right in front of the store. It was in deep shadow last demo but it should be easier to spot now. There's also a rocket launcher but that's hiding in a secret ;)
There is no locational damage so headshots make no difference. I do want to add a railgun that will allow one-shot kill headshots though, like in Unreal Tournament. The SMG's scope is more to have some kind of zoom available, and the gun looks cooler with it on.
That's good to hear, I've only just made most of the textures this year and I stick to a particular palette and workflow in the hope that that will be enough. Trenchbroom having a fixed default texel density also helps a lot. I do still know of some collision glitches you might run into near low walls and running alongside tables or stairwell walls, but I don't think players will run into those as much as the AI will so I'm not fussing over it for now.
On top of the RL I do want some throwable explosives, I just want some fancier decals first. The SMG is meant to be a last resort mostly used for building up stun so its damage is pretty low. It won't be a very long game, I'm aiming for about 7-10 levels roughly the same size or a little bigger. Now that I'm using the Quake tools for level design though, the iteration time is really fast so I'll see how I go over the coming year.
Tried it again: Not sure how i could miss the shotgun. Feels way better than the SMG. Makes sense to have the latter as a backup only then. Couldn't find the rocket launcher though. Jumped across some vehicles, roofs and ledges, but nothing :(
This time i also tried to die. One thought about that would be to show the "You are dead" thing automatically after a few seconds. I think the player understands that hes dead because the HP hit 0, but just laying there, the screen not fading to black and nothing popping up until you click feels a bit off.
To add a bit of praise after leaving more critique: The heads of robots/saw dudes are a really cool idea. Just saw the switch from "Search" to "Attack" on the melee dudes when i let them kill me. Its a subtle thing that pops more on the walking monitor enemies, but it adds to the experience.
Yeah, the shotgun is a big step up. Oh the rocket launcher's there alright, but I ain't givin' any clues! I do want an easier way to get to it but it needs a couple extra assets I didn't make in time. And once the game is actually put together this level will be closer to the start and won't have all the weapons in it so it'll probably be replaced with some other pickup like a gas grenade or something.
That is a good point, I'll have to think about it as I would like to be able to keep looking around while dead, and I figure people will eventually click out of frustration if nothing else.
Yeah, they're a really old addition and I'm quite fond of them. The lighting on them is a little broken but I'm in the middle of changing file formats so that should fix up too. I'm pivoting to having more human, drone, and mecha enemies so the saw dudes will be a bit less central later, and the TVBots will later on be relegated to just secrets with the current merc dudes mostly filling their role.
Thanks again for playing!