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Demo of my tank game (feed back if you'd be so kind)

The_Gamesalad_GuruThe_Gamesalad_Guru Posts: 9,913Member
edited December 2011 in Working with GS (Mac)
I'm back working on my tank game and though I'd share a demo of it so far. Any feedback good or bad would be very helpful.

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Comments

  • SlickZeroSlickZero Houston, TexasPosts: 2,870Member, Sous Chef
    Looking good so far. I'm digging it.

    I have no friends. I'm a loser that makes video games all day. Will you be my friend?

  • jckmcgrawjckmcgraw Posts: 647Member
    I'm pretty new with GameSalad, so I could be totally wrong, but from a user stand-point...

    It looks like a lot of other tank games I have seen. What would set it apart (personally) is many different missions (which you were talking about), but also something else. Another thing is that although your left d-pad is realistic in how a tank moves, I wouldn't really like to use it (to awkward). I could be totally wrong though.

    From a new GameSalad user, I think it looks amazing. All of your particle effects and everything. From your average Joe, it looks ok.

    Hope my feedback helps. I can't wait to see a finished product.
  • osucowboy18osucowboy18 Posts: 1,307Member
    I love the fact that you put so much effort into the effects of this game. It really makes it look polished. Although, I do think you need to do something to stand out from all the other tank games out there. Don't get me wrong, it looks fantastic so far, but it just needs that one thing that will separate it from all the rest. I'll let you know if I figure out what that "one" thing is :) Again, looks awesome, can't wait to see more!

    - Alex
  • MotherHooseMotherHoose Posts: 2,456Member
    looks good …
    perhaps some scenes where the player is looking through the turret slot?
    (I seem to enjoy a variety of POV in games)

    translate some the score to money and add a shop where player can upgrade the tank.

    gonna make an exciting game!

    MH
  • The_Gamesalad_GuruThe_Gamesalad_Guru Posts: 9,913Member
    I very much thank you for the feed back! I'm tying to be different which is why I added the fuel as part of gameplay so that could work as to purchase more fuel and ammo. I've been studying tank warfare and I'm going to use real maneuvers. I've been working on my enemy tanks and have a pretty decent AI for them. Keep the input coming as I want this to be great. Thanx again!
  • osucowboy18osucowboy18 Posts: 1,307Member
    @MH: Love the idea of a in-game store where the user can upgrade the tank, ammo, etc.

    - Alex
  • muoch10muoch10 Posts: 112Member
    really nice effects!
  • LeonardDeveloperLeonardDeveloper Posts: 4,630Member
    Looks good, i know its still in the making but you can't use the gs buttons or joystick
  • ozboybrianozboybrian Posts: 2,102PRO
    Wow.. Looking Fantastic.
    I was going to suggest broken old busted up Jeeps as the Targets but then I saw you had them moving...
    Totes jealous on those particles around the tank! They are too good... I need stuff like that.
  • jckmcgrawjckmcgraw Posts: 647Member
    @leonarddeveloper I thought we could...
  • jckmcgrawjckmcgraw Posts: 647Member
    Yeah that's what I thought.
  • ozboybrianozboybrian Posts: 2,102PRO
    @FlyingBaconStudios - could you please email me some more info on those awesome particles? Would really appreciate it.
    info[at]fabledapps.com

    Thanks HEAPS in advance.
  • The_Gamesalad_GuruThe_Gamesalad_Guru Posts: 9,913Member
    I created all my effects in Apple's Motion. It's a very complex motion graphics program that also does 3D camera tracking. I've been using it since version 1 and it's now at version 5. I watched about 100 hours of tutorials to learn the software. It's available on the Mac App Store. If anyone would like me to create some effects I would do so for a small fee or trade some artist time if the person is skilled.
  • ozboybrianozboybrian Posts: 2,102PRO
    That'd be great! Swing me an email sometime i'll hire ya for some things since it's a small fee.
  • RDRD Posts: 88Member
    edited January 2012
    Don't mean to criticize, but I find that heavy music playing while trying to learn the basics to be very stressful and distracting. Also, those targets are moving incredibly fast. Maybe a bit too hard for brand new players. Try choose ambient music similar to that used in the Worms games, or Portal. Each target should individually pop up and slowly move between slots, that way players won't feel stressed with pounding music and an incredibly difficult task for their first mission.
  • ozboybrianozboybrian Posts: 2,102PRO
    I think RD Makes a good point. The heavy music is cool, but I think once the tutorial is over then use that music.
  • The_Gamesalad_GuruThe_Gamesalad_Guru Posts: 9,913Member
    edited January 2012
    I'll tone it down, I just wanted to create a high energy environment which would create some adrenalin rush. Yeah, like I said I'm not settled on the targets. I like the idea of the targets spawning up to more difficulty. Starting slow and then building up. I really appreciate the feed back it is very helpful. Bring it on as I believe real feed back is important! So in other words, don't kiss my a$$. LoL

    So I'm thinking of adding a targeting system, what do you think? Should I make it touch based or have it override the controls I have to do the targeting?

    @ozboybrian sent you an email at the address you posted.
  • RDRD Posts: 88Member
    edited January 2012
    Yes, touch based sounds more intuitive than 2 control panels. You thought of maybe having a different setting? Like maybe a jungle, or snowy place. Just thinking a desert is a bit boring. Dry, sandy. Dry. Sand. Maybe a dune, of... Sand?
  • The_Gamesalad_GuruThe_Gamesalad_Guru Posts: 9,913Member
    edited January 2012
    Most recent tank battles took place in the desert and that is where my research is coming from. Although, I do plan on having a city type layout in some of the missions.
  • LeonardDeveloperLeonardDeveloper Posts: 4,630Member
    @fryingbaconstudios
    Wow!, thanks for the image, I didn't think we were!
    -------
    Http://www.thermo-apps.com/gamesalad
    -------
  • OmenaboOmenabo Posts: 121Member
    Nice work!

    I have a suggestion: How about you remove the bullet/rocket completely, and only show the explotion at the target? Create a sound that presents the rocket flying through the air, and make the rocket faster. Give the player another way to know how and when the rocket hits the target.

    This way, the cannon has a "stronger" feeling.
  • The_Gamesalad_GuruThe_Gamesalad_Guru Posts: 9,913Member
    I need the collision but I can speed it up so it's almost instant. That would be more realistic.
  • The_Gamesalad_GuruThe_Gamesalad_Guru Posts: 9,913Member
    edited January 2012
    Thankyou all for your input! I've updated the game based on your suggestions. Will post a video soon of the improvements.
  • Ed_PerkinEd_Perkin Midlands,UKPosts: 346Member

    sorry to bring this back up but I'm working on a tank game atm is it possible to see the video anywhere ? @The_Gamesalad_Guru‌ :D

  • The_Gamesalad_GuruThe_Gamesalad_Guru Posts: 9,913Member

    Wow this is very old. That game was a strictly demo project I was doing as I was learning GS. I've come a long,long way since this.

  • LovejoyLovejoy Posts: 2,078Member

    @The_Gamesalad_Guru said:
    Wow this is very old. That game was a strictly demo project I was doing as I was learning GS. I've come a long,long way since this.

    Get that video back up so we can see when the mighty guru was just a padawan.

    Fortuna Infortuna Forti Una

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