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Thread: (SSGX Origins) Let's make a Wipeout game! This time for real!

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  1. #11
    Join Date
    Jul 2007
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    Montréal
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    GMT -5
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    Darkdrium777
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    I tried recording a video of me playing the game to give some feedback but my voice really sucks and doesn't come out with the microphone I have. All will be in text because damnit.

    First things first, the launcher. There are a couple of issues with it, the first one being that there's absolutely zero documentation with regards to what the graphics presets do and the controls are not explained either. I had some troubles setting up controls specifically because what's the difference between Horizontal +, Horizontal -, Horizontal? I think it should be more clearly explained. I didn't have issues with the graphics because I know my GPU's awesome (so I run on the Awesome! level) but what about lower end folks? I think you need to provide more granular control over each option like texture resolution, antialiasing, anisotropy, etc. or at least provide some documentation on the presets and what they do.

    Next up is lighting. It's really bland so far, and the reason is I think you're using something like Ambient Brightness (Using UE3 knowledge here, don't know what Unity calls it) to light up the track. This completely obliterates shadows and other light effects. I think you should lower that, and use the emissive surfaces (glowing surfaces) you have like at the starting grid and place some around the track as lighting points, either point lights or spot lights. We're in a sunset situation right now and the whole tunnel is lit up like it's midday basically, however with what appears to be zero light emitting points nearby. You could use the texture on there as light placement reference or something. Also add some color to the light, since it's a sunset.

    Trees. They are bad, let's just put that out of the way. They remind me of PS1 games. There needs to be some work put into those especially since you're gonna have that many of them around. First of all the model and texture are really not detailed enough for this generation of graphics. Second, you can fly through them, that's just weird. Third is that tree sheet thing on the border of the track. Man that's ugly. What I would do in it's place is make the trees progressively denser and tightly packed together, have that behind them but you know, hidden. You shouldn't be able to get that close to it. Put a respawn point before it. Also depending on how punishing you want this to be, bring the trees closer or push them back further from the track, but add collisions to them.

    Overall texture work needs a bit of love. Some textures are quite low resolution (I don't know if there's a limitation with Unity Free) and also need a bit more detailing. Track texture is for example orange throughout, whereas in games like HD, Pulse, there were varied markings all along of it, especially in turns and such. Building texturing also needs a bit of work, now it's just lines. You could put vents, pipes, doors, windows, lights, different types of bricks, metal, etc. Also some detailed is lost in the very bright lighting. Rock texture is the same everywhere too, you could have different colors or strata for the arch thing.

    The terrain is bad. Is that a 3D mesh? I'm thinking it is and that's why it's bad. You should really use the terrain tool. From what I've seen of it and if it's any way similar to the UE3 terrain tool, it will give you a higher poly, more smooth, better looking result. As a bonus you'll be able to paint stuff on it, that stuff being different textures (instead of the unique lower resolution one) or 3D meshes (ie trees, grass, fern, rocks, etc.) so you'll get a much nicer result. It will also light better due to the higher amount of polygons. You can also mold and remold it however you wish without using a 3D modeling program. You should definitely try remaking it with that, both the track and the terrain around it.

    The view of the water needs some love. Right now there's a couple of buildings, a black mass (again, due to lighting all the detail is lost there) and a couple of immobile boats. Maybe make boats move, have boats of different sizes (a cruise ship hanging near the track with some spectators like Vineta K maybe), etc. Also the lens flare of the sun doesn't show up here. It only appears on the jump, which is weird.

    Vegetation needs some work. I talked about the trees, but I mean vines too. Right now they're all pretty uniform along the cliff edges and just a sheet over the track before the tunnel. I'm thinking you could have some dangling low, and I don't know if that's possible (Physics?) but have them react to ships passing by eventually.

    Coding wise, I think the collisions need a bit of work. Right now scrapes are very punishing, the game sometimes detects scrapes as thumps, which is weird, and thumps just send you straight on flying with basically zero punishment. I think scrapes should be less punishing than thumps, unless you scrape for a very long while. There's also some issues with the bumps on either side of the terrain part of the track, gravity tends to act weirdly around there and it does cause some issues when going over these fast. The airbrakes also appear to be hooked up wrongly with respect to the animations. When pressing one brake, nothing happens to the ship. You have to press both for them to lift up. Also unlike the WipEout games pressing an airbrake doesn't cause the ship to lean. Finally the airbrakes open during normal steering operations.

    EDIT: some logs:

    Failed to find fonts for font asset 'HUD_Font_Wide_Blue'

    (Filename: C:/BuildAgent/work/d9c061b1c154f5ae/Runtime/Filters/Misc/DynamicFontWindowsNative.cpp Line: 199)
    The referenced script on this Behaviour is missing!

    (Filename: C:/BuildAgent/work/d9c061b1c154f5ae/Runtime/Mono/MonoBehaviour.cpp Line: 1592)
    IndexOutOfRangeException: Array index is out of range.
    at (wrapper stelemref) object:stelemref (object,intptr,object)

    at WepS_PlasmaBall.GetEnemies () [0x00000] in <filename unknown>:0

    at WepS_PlasmaBall.Start () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)
    NullReferenceException: Object reference not set to an instance of an object
    at CameraScript.Update () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)
    NullReferenceException
    at (wrapper managed-to-native) UnityEngine.Transform:INTERNAL_get_position (UnityEngine.Vector3&)

    at UnityEngine.Transform.get_position () [0x00000] in <filename unknown>:0

    at YourDeathCounter.Update () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)
    Those repeat a lot.
    Last edited by Darkdrium777; 22nd October 2012 at 03:47 AM.

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