Game Design Music and Art

Speedgame: Super Sower – HanClinto

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Hey all!

I'm starting threads to give feedback to all of the entrants to this year's CCN Speedgame contest. Everyone did some good things this year, and I wanted to make some threads to give encouraging comments and constructive criticism. This week, I'll be making threads for 3 games each day, so as to hopefully not bump all of the other discussions off of the main page, and give everyone some daily-focused-feedback on their games. Feedback is an important part of the CCN contest, and I hope that we can give a big "thanks!" to our entrants by letting them know how they did! I don't think everyone should necessarily give numbered ratings like I did -- just some words of feedback and encouragement would be fantastic.


Super Sower: (Ereon)
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Xian:
5 (Not much there, but that's okay)
Fun: 8 (Nice and fun, and I was able to enjoyably replay it a number of times. A bit unpolished in the controls, but still fun)
Orig: 6 (A fairly standard 3d platformer)
Gfx: 8 (Very nice job with the 3d depth -- I really liked the Little Big Planet style of 3d platforms -- that was a very nice touch and I found it to work invredibly smoothly. The graphics were nice and consistent as well, which was a huge bonus)
Stab: 7 (It did lock up the 4th time I played it, and I had to end task, but other than that it was great)

Summary:
It's late and Clint is tired of writing summaries.

Feedback:
Ereon, nice job with your entry this year! Despite being somewhat rough, I actually had a really good time with it and it was a lot of fun to play! I'm sorry you didn't get to showcase it with the shading and ground textures applied, but I actually had a really good time with it! It was fun to try to speed-run the game and see how far through the game I could get without letting up on the "right" button.
The enemies were really cute! The 3d depth thing was *excellent*, and totally reminded me of Little Big Planet (which is a really good thing!). I'm impressed you were able to get it to behave so solidly and naturally -- it felt like you put a good amount of work into getting the core of the gameplay engine to work right, and I think you did a fantastic job on that.
Don't be too bummed that you didn't get further -- it really was a good project, and it sounds like you ran into some unforseen snags near the end of the development. Hi-five on being able to recover well enough to ship something out the door though! It's not an easy thing to do, but it's an important thing to learn how to do.
I liked the level design -- particularly the "End" spelled out in seeds -- that was great.
All told, good job! It was nice to see how you've learned and improved -- I really look forward to seeing what you do in the future!

[This message has been edited by HanClinto (edited August 31, 2007).]

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
Hey Ereon, gj on your game.

What engine did you use?


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Nanostorm: Machine Uprise

[This message has been edited by Calin (edited August 31, 2007).]

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Thanks Clint, your compliments mean alot. I'm glad you noticed the core gameplay, that was part of what I was really trying to focus on instead of just making another pretty face like I did somewhat with Peras last year. I'm glad you liked the 3D depth effect, I might keep working on it here soon if I get a new laptop, I'd like to try and make it into a finished game possibly in the future. Thanks for taking the time to review it .

Calin:It's coded in DarkBASIC so the graphics are standard DirectX fare. The engine itself as far as the gameplay and such was all of my own creation using the DarkBASIC language. All the rendering stuff and such was built in to the language though.

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The time for speaking comes rarely, the time for being never departs.
George Macdonald

ArchAngel

Member

Posts: 3450
From: SV, CA, USA
Registered: 01-29-2002
see, now aren't you glad you submitted?

the work you put on the terrain definitely shows. Would love to see this game carried to completion.

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"The generation of random numbers is too important to leave to chance."
Soterion Studios

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Now that I'm beyond the pulling-my-hair-out down to the wire frustration I am somewhat glad. I might continue working on it, I'll just have to see. It'll take some major restructuring of the code and such first, but I used my prize to buy a really good, DarkBASIC compatible modelling tool so that'll get rid of 9/10 of the problems I was facing with this game. But then again, you know the cardinal rule of game design, for every one problem you get 2 more pop up somewhere else

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The time for speaking comes rarely, the time for being never departs.
George Macdonald