View Full Version : Cell Division - FPS race against time.
PickleJarGames
04-15-2008, 08:28 PM
Just released another free game with my (sort of free engine) you can check it out http://www.picklejargames.com/games.html
Thanks
Scurvy Lobster
04-17-2008, 12:17 AM
Thanks for the game!
I really liked the helping radar, the clear mission goal and the small file size of the download.
I did notice some stuff that should be added though.
1. A crosshair for better aiming.
2. Bullet holes and/or smoke pufs for better visual feedback
3. Healthbar (I died on the last mutant because i didn't know there was health)
4. A red-out screen when you take damage for improved visual feedback
5. Faster mutants - would make them more scary and dangerous
I must add that while it is a nice engine you use it is way behind the dirt-cheap FPS Creator engine that is also a visual no-programming game engine. When it launched a few years ago it wasn't so good but with the latest set of updates it has matured quite a bit. It also has a lot of official and cheap model packs to grow the content library. I like that personally because it lets you focus on scripting and level design instead of graphical design.
I hope you'll be able to use the feedback! :-)
PickleJarGames
04-17-2008, 02:41 PM
Yes, thanks very much for that feedback! It's advice on these games that I'm looking for. So thanks again. I'll use all that advice for my next game.
>>lets you focus on scripting and level design instead of graphical design<<
Yeah I designed it after the Reality Factory engine. Using this method I can 'pump' out fps games super quickly. This game took only a couple of weeks to make. My next game though, is a melee third person game.(Just to show that the engine is flexible in that manner.)
Thanks.
lennard
04-17-2008, 03:31 PM
Crashes on startup
techbear
04-17-2008, 03:36 PM
I need a way to increase my mouse sensitivity and invert my Y axis. Without those I didn't feel comfortable exploring your hallways.
In fact, isn't there a very standardized UI definition for FPS games? I mean key remapping, crouch/jump/sidestep, etc?
PickleJarGames
04-17-2008, 08:53 PM
>>Crashes on startup<<
That means your card could not load the effects used in the game. I tried to make them all pixel shader 1.1 capable but I think a couple require pixel shader 2.0.
>.In fact, isn't there a very standardized UI definition for FPS games? I mean key remapping, crouch/jump/sidestep, etc?<<
Yeah, but I didn't feel like scripting it. The controls for the game are too simple and follow a pretty standard key scheme anyways. (For US keyboards anyways)
Thanks
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