View Full Version : Prototype: Student Game
11 November 2003, 07:26 AM
Hey folks. I just wanted to share this game with you all. This is one of the games I worked on while in college. A friend and I were the lead artists and there was a team of 4 programmers. It was allot of fun to work on. Feel free to critique it, but understand it is "finished" And I can't change anything in it. But I would love to hear your comments. Enjoy...and make sure you use weapon 3 when it charges...
***PROTOTYPE GAME*** (http://jonxwilliams.telefragged.com/prototype/PrototypeSetupv10.exe)
11 November 2003, 10:22 AM
Hmm. How much do you want critiqued? How 'bout just the "maddeningly frusterating" bits? It's a pretty darn good game overall. Reminds me a lot of Terminal Velocity. Just a couple of really major issues, and one huge one that I don't blame anyone for not catching.
First off, let me skip past cutscenes. After I've seen 'em once, I generally just want to play. Bravo for putting them in in the first place, though. (-:
Second, while thankfully, I can skip past the Sporkwear screen, it's about double the length it should be. Make this short and sweet for your next title.
Third, this is the one I don't figure anyone else is likely to catch, your programmers didn't set the game up to trap the mouse inside the program. This means that as I play, my cursor wanders off and starts clicking on stuff on monitor 2. Very frusterating to be navigating the internet while I'm trying to play a game.
11 November 2003, 11:21 PM
Thanks for the comments. I am glad you enjoyed it. Unfortunately all the stuff is advice for the programmers. :( I agree with the cutscenes though, I wish I could skip past them. TYeah the sporkware screen is too long as well, but still cool I think. And I guess that they wern't planning on you having dual monitors. Other than that it was fun though?
11 November 2003, 10:17 AM
Yep. It was fun. Is there anything specific you want crit-ed in terms of the art? The big one there would hinge on what resolution you are using for your textures.
11 November 2003, 09:27 PM
Yeah we used pretty small textures for stuff jsut becuase of the lack of optimising. The programmers were still learning and wanted to make it run as fast as possible. Most of the textures were 256s and 512s.
11 November 2003, 10:04 PM
512s and 256s aren't all that small by today's console standards. Xbox maxes out at 512 and the PS2 maxes out at 256, so you're not doing too badly there. My crit on the vehicle textures is that they seem underdetailed. A little dirt and wear would do wonders for the believability if you were aiming for realistic. If you were aiming for cartoony, then patches of color would have been better for the grass, rather than the photo you used. Also, the scale on the grass is a bit too big. Makes it look like the vehicles are about the scale of RC cars. Which is a kinda cool effect, but would need to be mentioned in the plot (ever played Toy Commander?) Finally, tweak the photoshop layer bevel you used on the tree branches. It's a great idea, and wonderful use of alpha maps, but they look a bit like melted plastic with that bright hilight.
01 January 2006, 06:00 PM
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