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random
2007.03.13, 06:57 PM
Hi all, I am new to this community and just wanted to post a bit of a demo of a project I am working on. Its my first Mac game and its really a sort of Bomberman clone with some kind of brainless lemmings thrown in. Its never really been played much by anyone except me, so any comments, suggestions or bug reports would be great and will help motivate me to finish this thing. It is compiled as a universal binary but I don't have an intel mac and only 1 report of it working on intel so beware but please let me know how it goes.

Some info on the game - It's called Masse Produktshun, it is or will be set in a fantasy-world goblin factory gone amok. Mass Production is a new thing for the goblins and the spelling isn't their only problem. Basically you are charged with guiding mindless workers out of the different mazes while battling resident goblin guards, obstacles and the clock.

The characters and environment are intended to be based on and inspired by Jim Henson art and characters in films like the Labyrinth and also worlds like Terry Pratchets disc world.

http://home.orange.nl/~russell.blankenbyl/download/img/screen1.jpghttp://home.orange.nl/~russell.blankenbyl/download/img/screen2.jpg

The download has a couple of levels with the main features to give an idea of how the game might turn out.

http://home.orange.nl/~russell.blankenbyl/download/MasseProduktshunTest.zip

There is a readme but basically for controls you can navigate with W,A,S,D keys. Place an exploding frog with the SPACE key and place guides to herd the workers with the arrow keys. The Z key will toggle the zoom of the view if you need a more or less tactical view. Kill all the monsters to win but get as many workers out as possible within the given time for points, clearing all obstacles and collecting all stars gets a bonus.

Jason Colman
2007.03.14, 07:52 AM
Hi, I like the graphics, nice style and interesting-looking objects. (But there seems to be a lot of unused, grey area at the edges.) They are 3D models, right ? May I ask what you used to make them.. and also what you are writing the game in ? Just curious :)
I'm at work, but hope to try the game later.

igame3d
2007.03.14, 09:00 AM
Those are md2 files.

Looks neat, you hvae the beginnings of Gauntlet.
Wasn't sure how to move/break blocks, controls instructions
at the start of the level would help get to all the other levels.

Nobody reads the read me. :mad:

The restart and main menu items in the user face after I died
did not work, I could only quit.

Also the drop frog response is a little slow.
There should be no delay, unless there is sound and visual
feedback that he's busy summoning a frog.

Check out Xmen I & II and Marvel Ultimate Alliance.
They have the running around in a little maze with characters game play down to an art.

Are those workers that generate with the wizard?
I think all those characters walking over each other looks cluttered.
Maybe should Free them from some trap, and then they follow the player
out of the level. So they are on the screen, but not all over the character moments after the as the game starts.

Keep posting.

random
2007.03.14, 01:39 PM
Thanks for the comments and questions.

Yes the are md2 files. I used Blender3D and there is a nice export script for md2. I started this project to get into objective-c so core technologies are Objective-C, OpenGL, OpenAL and SDL.

Sorry about the missing buttons in the UI but I made a version that you could play and not get lost in unfinished areas so I basically cut out a lot of levels and turned off some buttons. Also the UI is completely unfinished so sorry about the lack of instructions in game.

A,W,S,D to move. SPACE to use weapon and Arrow Keys to guide the workers. Z changes the view.

Also thanks for the reference to XMen and Marvel Ultimate Alliance, all check it out.

The clutter at the start is an issue, I was generally thinking of linking levels so that the workers seem to follow you throughout rather than you finding them in each level so maybe a delay starting them off slower might help or maybe I should reconsider this area. Ill try to work something for this into another release.