Can have trailer song?
This game looks like it could be some fun.
It's really nice when the developer(s) take the time to answer the questions, then you know their committed to providing a gaming experience for the gamer, not the money.
Few more questions, is there going to be any combat in this game, or is it purely puzzle solving? Also, will there be a multiplayer portion in the final product?
What do they mean manipulate gravity. If the gas always goes upward from what the player sees, it's more like you manipulate the room. D:
I think the level design is wrong. The levels look like they take place in an underground garage or something, pretty bland. Also you have a clear sense of up and down because of the same level design. It should have been more trippy, as in you can't really tell in which direction the real gravity force goes.
[QUOTE=Sporbie;18815968]I think the level design is wrong. The levels look like they take place in an underground garage or something, pretty bland. Also you have a clear sense of up and down because of the same level design. It should have been more trippy, as in you can't really tell in which direction the real gravity force goes.[/QUOTE]
He said his developer art isn't very good, I'm sure the final product will have some actual artists working on it.
[i]Now your thinking with gravity![/i] :eng101:
Someone will get hired by Valve...
Thanks again for the comments!
[quote="Khaleet"]This does look pretty sweet, though I can't help but think how insane it would get with some sort of portal system implemented.
Not that every 3D first person puzzle game needs portals or anything. [/quote]
At this point I'm not planning on it, but that might be something to try out later on...
[quote="Luke F"]Can have trailer song?
This game looks like it could be some fun. [/quote]
Sure, it's from Incompetech: [url]http://music.incompetech.com/royalty-free/Rocket.mp3[/url]
[quote="G-Strogg"]What do they mean manipulate gravity. If the gas always goes upward from what the player sees, it's more like you manipulate the room. D:[/quote]
The gas is lighter than air, so presumably it'll go in the opposite direction of gravity (although I'm by no means an expert with physics...).
[quote="Sporbie"]I think the level design is wrong. The levels look like they take place in an underground garage or something, pretty bland. Also you have a clear sense of up and down because of the same level design. It should have been more trippy, as in you can't really tell in which direction the real gravity force goes.[/quote]
Well, I'm not an artist so 'bland' is about all I can do :D , as for the clear sense of up and down, that was kind of my goal, I wanted the focus to be on the puzzles themselves, rather than getting disoriented and fighting with gravity as a mechanic. But that said, I see where you're coming from, and at some point I might experiment with something a bit less clear...
[quote]Can we have enemies to shoot too? [/quote]
[quote]Few more questions, is there going to be any combat in this game, or is it purely puzzle solving? Also, will there be a multiplayer portion in the final product?[/quote]
Okay, as far as combat, in all likeliness no (I might add some turrets or something, but even then it'd be more an obstacle that you have to avoid than 'combat').
For multiplayer, I'm currently rewriting the engine to clean things up and add networking stuff, so I hope to have some kind of multiplayer in Quanta itself (co-op/adversarial puzzle solving or something could be interesting). Keep in mind that my current experience with networking stuff is pretty low and I'm kinda learning as I go... so no guarantees.
I am also considering working on sort of a more distinct multiplayer component with a friend, that would be a multiplayer shooter, with a totally different art style (my friend actually has some art skills...) that uses Quanta's engine and has some gravity changing stuff.
[quote="-TRASE-"]Someone will get hired by Valve... [/quote]
Haha, I wish....
And I don't think it was mentioned here anywhere, but Quanta will be free, and possibly open source.
So it was released.
Downloading now :3:
Trying it out now
Looks like Prey.
Downloading
Played it a bit, pretty damn fun. It's very stable so far and well optimized. I don't recommend turning on Motion Blur or that SSOA thing or whatever it's called.
[QUOTE=OutOfExile;19537261]Played it a bit, pretty damn fun. It's very stable so far and well optimized. I don't recommend turning on Motion Blur or that SSOA thing or whatever it's called.[/QUOTE]
Motion blur? In a game like this? BY FUCKING GOD. D:
[QUOTE=The Mighty Boatman;19538617]Motion blur? In a game like this? BY FUCKING GOD. D:[/QUOTE]
Yeah the Motion Blur is crazily overdone. You move like a tiny bit and everything gets incredibly blurry.
[quote]Played it a bit, pretty damn fun. It's very stable so far and well optimized.[/quote]
Thanks!
[quote]I don't recommend turning on Motion Blur or that SSOA thing or whatever it's called.[/quote]
Oh yeah I think I mentioned that somewhere in the readme, the motion blur was just sorta thrown in for the heck of it, it was way overdone. And yeah, the SSAO was also just an extra option thrown in for kicks, it really is not recommended, (it brings my 9800GTX+ to a crawl at 1920x1080)...
Also, anyone with questions/comments/feedback/etc, feel free to post it here.
[QUOTE=Praetor57;19543278]Also, anyone with questions/comments/feedback/etc, feel free to post it here.[/QUOTE]
I've only finished the first level and some of the second but so far I love the puzzles, they're very unique. Especially the little things like using the container doors to block the UV light in that one part. My only complaint is that the artstyle is very bland, but I know you said you were working on that in your blog.
People, note that this version was whipped up quickly for the Game convention thing in December (GSV or something like that).
And he's revamping almost everything.
It's very cool, but it's very hard to learn. Also, flashlights don't work for me. I ragequitted at the tutorial part in laboratory where you shoot the rifts at the boxes. I couldn't grasp how they worked. The game needs to be simpler, like how glados uses an analogy for the conservation of momentum through portals, "Speedy things go in, speedy things come out".
:suicide:
[editline]08:31PM[/editline]
Maybe I'm just retarded, but please do explain how the rifts work on items :v:
[quote]I've only finished the first level and some of the second but so far I love the puzzles, they're very unique. Especially the little things like using the container doors to block the UV light in that one part. My only complaint is that the artstyle is very bland, but I know you said you were working on that in your blog.[/quote]
Thanks, and yeah, the art style is being totally reworked.
[quote]People, note that this version was whipped up quickly for the Game convention thing in December (GSV or something like that).
And he's revamping almost everything. [/quote]
Yeah, I rushed it for the IGF (didn't make the finalists unfortunately, but I got some good feedback from the judges). And I am reworking much of it, I'm going to be experimenting a lot with the gameplay over the next while (I might try moving away from the Portal-esque "go into a room, solve the puzzle to open a door, move on" formula, since that gets boring after a while without something like glados).
[quote]It's very cool, but it's very hard to learn. Also, flashlights don't work for me. I ragequitted at the tutorial part in laboratory where you shoot the rifts at the boxes. I couldn't grasp how they worked. The game needs to be simpler, like how glados uses an analogy for the conservation of momentum through portals, "Speedy things go in, speedy things come out".[/quote]
Yeah, it had zero playtesting, so I was never really able to gauge the difficulty level, but I'm working on it now (part of this will be frequent releases). The levels in this version were all thrown together in the last couple weeks, so I definitely intend to do a better tutorial and work on the difficulty curve.
And the flashlight thing, I've had the same complaint from a number of people now, but I've never been able to reproduce it on my machine, in any case, the flashlight really isn't needed anywhere, and I'm rewriting all the graphics stuff anyways.
[quote]Maybe I'm just retarded, but please do explain how the rifts work on items [/quote]
Basically, if you shoot a rift onto a crate, the crate will not be affected by the rift, and will move with normal gravity; and the rift will move with the crate (but not rotate with it). In those puzzles, it allows you to put crates on two switches within a small radius (one crate (with the rift on it) is being held to the switch by normal gravity, while the other crate is held to the second switch by the rift on the first crate.
Really this little mechanic is used in three or four rooms in that level and then not really necessary afterwards (I added it at the last minute after realizing I hadn't accounted for what happens when you hit a crate with a rift), I'm likely going to drop it or rework it significantly for the next version.
Wouldn't a gravity source like that that alter the wavelength of the U.V light thus changing to to something other than U.V depending on how intense the gravity is?
[quote]Wouldn't a gravity source like that that alter the wavelength of the U.V light thus changing to to something other than U.V depending on how intense the gravity is?[/quote]
In all honesty, I have no clue, I'm really not an expert with physics... (haha, probably not good considering I'm making a physics-heavy game...)
I think the gameplay is pretty straightforward but it just isn't explained very well, maybe some kind of video tutorial would help. I had to try a bunch of random stuff to get used to how the the rifts worked.
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