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Nova Golf Beta - Printable Version +- iDevGames Forums (http://www.idevgames.com/forums) +-- Forum: Community Zone (/forum-4.html) +--- Forum: Work in Progress (/forum-16.html) +--- Thread: Nova Golf Beta (/thread-9991.html) |
Nova Golf Beta - Jake - Apr 16, 2012 09:01 AM Anyone interested in testing Nuclear Nova's newest game Nova Golf? This is a total 100% new game, not just an updated version of GL Golf. Everything has been revamped from scratch, we're trying to keep the same simplicity while vastly expanding the depth of the game and improving the physics/graphics. We're hoping to submit for the Mac App Store in a week or so, then on iOS a few weeks after that once we test/optimize on all the supported devices. Most things are done, however we do have a few textures that need finished and balancing the game/courses is a work in progress. Still, we'd love to hear ANY suggestions you have. Specifically we're having a hard time balancing the game, the two artists and I have been practicing so long we've gotten really good at the game and we don't want to make it to difficult for new players. Also we have limited testing configurations so we're not positive the defaults will run smooth on all systems. There are a lot of graphical options that should make the game run smooth and look its best on all systems, but it's hard to know for sure without testing on EVERY Mac. Thanks in advance for any advice and feedback, I hope you enjoy it the game! http://nuclearnova.com/temp/novagolfbeta.zip (Requires 10.6.8+, 32/64 bit Intel) ![]() ![]()
RE: Nova Golf Beta - AndyKorth - Apr 16, 2012 09:22 AM First thing I noticed was that it looks like a 4:3 game stretched to be wider. Just to be sure I popped it into photoshop to confirm the minimap wasn't square: http://kortham.net/temp/upshot_r4ZRF6GB.png I'll probably give it a try after work, if I get a chance RE: Nova Golf Beta - Jake - Apr 16, 2012 09:29 AM (Apr 16, 2012 09:22 AM)AndyKorth Wrote: First thing I noticed was that it looks like a 4:3 game stretched to be wider. Just to be sure I popped it into photoshop to confirm the minimap wasn't square: Thanks, I'll square up that minimap right away. Looking forward to hearing more RE: Nova Golf Beta - SethWillits - Apr 16, 2012 12:53 PM Nice to see a "new" game. Some thoughts with no suggestions, though I could provide many.
The music is nice. The ants for the putting surface is nice (never seen that before), though it seems like they could be at least antialiased. RE: Nova Golf Beta - AndyKorth - Apr 16, 2012 02:31 PM (Apr 16, 2012 09:29 AM)Jake Wrote: Thanks, I'll square up that minimap right away. Looking forward to hearing more Well, I noticed it first on the model of the guy, then I thought the text looked stretched. I just checked the minimap in photoshop to be sure. It's probably your glortho, or whatever you're doing to set up the viewport. RE: Nova Golf Beta - SethWillits - Apr 16, 2012 04:59 PM A few more:
Generally, you seem to have all of the functionality that would be wanted, but the presentation and organization is off the mark. It's a step up from GL Golf, but it's a small step. I'm sure you can do better. The time put into reworking and polishing the display will be well worth it. RE: Nova Golf Beta - SethWillits - Apr 16, 2012 05:02 PM Also, the sum of those .raw files is huge. Do they really need to be raw? RE: Nova Golf Beta - PowerMacX - Apr 16, 2012 08:06 PM No luck here: Code: Process: Nova Golf [3387](StoreKit is not available on 10.6.8) RE: Nova Golf Beta - SethWillits - Apr 16, 2012 11:13 PM Some thoughts… ![]() Without tutorial on there... Also show and hide that tip(?) info vs carry info, depending on timing etc. ![]() I didn't have time to finish this one:
RE: Nova Golf Beta - funkboy - Apr 17, 2012 12:10 AM I echo all of Seth's comments. Especially about polish. The play balance didn't seem all that off to me. However, the presentation needs help. It feels like we're stuck back when GLGolf first came out. The engine itself is obviously much better than GLGolf and provides for nice features like much fancier trees, nice lines on the green, LOD grass chunks, moving water, etc. But the meaning and feel of it could stand for some extreme benefit, as Seth points out. I know you are tempted to release the game now. However, I would really recommend you wait to release the game until it's more polished, using the suggestions by Seth. I'm happy to help with more ideas and fleshing out more of what Seth has suggested, too. With the correct polish in the user interface and presentation, it may even catch the eye of Apple who may feature it... giving you a sales bump worth any delay in launching the game right now. And it will move your average reviews up from perhaps 3 stars to 4. And everybody who plays GLGolf will go "whoa, they *really* improved this game!" So please... wait to release it. Polish. Please ![]() Also, who is this game for? Casual gamers? More hardcore golf gamers? Right now it feels like it falls somewhere in the middle of who it would be attractive to, which means it may be a little too confusing to casual gamers, and a little lacking for people who want Links Pro (do they still make that?) / Tiger Woods. A few comments overall: * Am I hearing an airplane? A lawn mower? I expected the background sound effect to go away mores as the ball moves, but it seems like the lawnmower or airplane keeps tailing me... * Add ease in/ease out to the camera movement. It will make the camera movement so much more professional looking. * When putting, there is a blue, yellow, orange, and red marker. This seems to relate to relatively how much power I'll need to hit the ball that far... correct? If so, the power meter itself should have these colors on itself somewhere, otherwise the connection is not really there for the player to make. * The camera follows the ball in closely after a putt. Unfortunately, the path of camera travel always cuts right into the player model. Swing the camera out and away from the player (either up, left, or right) so there aren't a bunch of polygons being shown as the camera moves (which will happen every time) * When I move the aiming left and right, the arc the ball will travel doesn't keep up. This completely threw me off, and though it doesn't make the game feel sluggish (the frame rate is rock solid on my i7 MacBook Pro), it makes it feel very, very strange. * The controls... when I get it right in the middle, it seems to drift off to the side, away from the arc. I assume the first (vertical) bar should be hit as close to the top as possible, and the second (horizontal) bar should be hit as close to middle as possible. Correct? * Why does it keep saying "Press The XVC..." keys? That little tidbit of info is not helpful beyond me doing it the first time... many people will never figure that out. Also, "The" shouldn't be capitalized. Also, I don't want to sound negative - I just want to help make this game go from good to great! Honestly, it's pretty great just to see more sports games. RE: Nova Golf Beta - Jake - Apr 17, 2012 06:37 AM Wow guys, thanks for the responses! Way more help than I could have imagined. Some of the suggestions seem so obvious now, but I've had tunnel vision for some time now so I never noticed the simple things. I agree 100% that this game needs more polish before we release, now that the features are added I'm going to start working on it. I definitely started this post a little earlier than I should have based on my progress, but I didn't expect such quick responses! I went through and read every bullet/suggestion and put them on my list (which already had 17 entries from a local friend and 9 entries from myself), 43 new ones just from this thread now haha. Too many to respond to each one but here are some quick answers to the questions/comments. If I didn't give a response it just means I agree and it's on the list to fix, which is the case for the majority of the comments. Seth I really like your mockups, I'm going to work on the layouts today. -I'll have to adjust the viewport when the window aspect ratio is re-sized instead of just stretching everything -I must have strong linked Storekit, odd it didn't crash on my 10.6.8 system -FSAA is too slow to default on most computers, it does default to 2x on anything with >= 1GB VRAM -RAW files need to be that size, I got them down from 8MB to 3.1MB, but they compress into almost nothing during the .zip archiving. Interestingly I just noticed I'm wasting 40+MBs on 16-24 bit WAV files for ambient sounds, just re-saved them as MP3s. Not sure how those slipped by so long haha -My font system will render monospaced unfortunately, but that font is a placeholder and any font can be used, we use several custom ones in our pinball games and barnyard blaster -IAP pop-up is handled by the OS so I can't really make that screen prettier, I could just use another screen before Apple shows that one. Definitely re-working that proshop menu though, I'm not a fan of how it's laid out right now. Okay back to work now, lots to do today! RE: Nova Golf Beta - Jake - Apr 17, 2012 07:40 AM -Lawnmower and birds come in from time to time, that's what you're hearing if the ambient preference is checked. -Its targeted at both casual and more hardcore golfers, it's definitely hard to make it work for both but I think its possible. -The ball doesn't follow the preview perfectly until all the stats and equipment are upgraded, then it mostly follows the path but there is still variation. RE: Nova Golf Beta - OneSadCookie - Apr 17, 2012 10:22 AM You really need a proportional font. Monospaced text always looks gross, and proportional text is very little harder. You can make the texture and metadata file with something like slembcke's glyph packer: http://code.google.com/p/aerosol/source/browse/trunk/utility/makefont/ or one of the tools on the MAS. RE: Nova Golf Beta - skyhawk - Apr 17, 2012 10:27 AM http://glyphdesigner.71squared.com/ or http://www.bmglyph.com/ (though bmglyph doesn't support proper kerning) RE: Nova Golf Beta - Jake - Apr 17, 2012 11:01 AM Yeah, I should do that, it wouldn't take much work on my font class to give each character its own width while keeping my ascii texture atlas the same |