It's been a long haul this far, but it's really taking shape:
Shlongg v0.90 Beta is now available.
This version features a fancy new intro screen, storyline cinematic, training tutorial, some new eye candy (like simple light mapping) and 6 new test levels.
I haven't had a chance to update the screenshots on my site yet (just finished the release around midnight last night), so the new version looks better than the current crop of screen shots.
Edit: The screenshots are now up: http://www.notsoftga...screenshots.asp
There's still a few minor bugs, and still some placeholder art, but I'm getting close!
Any and all feedback is welcome!
Shlongg v0.90 Released!
Started by bignobody, Nov 07 2005 02:48 PM
5 replies to this topic
#2
Posted 07 November 2005 - 03:29 PM
You are to be commended for exposing yourself and releasing something to a community as hypercritic as this can be! :yes: Well done.
*claps*
Regards.
P.S. = Minimum/Recommended System Requirements?
*claps*
Regards.
P.S. = Minimum/Recommended System Requirements?
-Nautilus
(readin' this? perhaps you should get out more -- give it a thought)
#3
Posted 07 November 2005 - 04:49 PM
Thanks for the kind words, Nautilus (and the clever ones - good use of the word "exposing" :lol: ). Hypercritic is fine, it can only by helpful (well, as long as it is constructive criticism).
I am hoping to break into the shareware market with this when it's finished, so I am trying to be compatible with as wide a range of hardware as possible. So, it uses DirectX 8, and I'm not doing anything fancy with pixel shaders and the like.
As for minimum requirements, I'm not too sure ;) It's getting hard to find low end machines these days. I did have a previous release running on my neighbours old 233 with a Voodoo 3 PCI card. It didn't run well, but it ran :lol:
If I say it should run on any Windows system that is 4 or 5 years old or better, that's probably not a bad guess.
Cheers,
I am hoping to break into the shareware market with this when it's finished, so I am trying to be compatible with as wide a range of hardware as possible. So, it uses DirectX 8, and I'm not doing anything fancy with pixel shaders and the like.
As for minimum requirements, I'm not too sure ;) It's getting hard to find low end machines these days. I did have a previous release running on my neighbours old 233 with a Voodoo 3 PCI card. It didn't run well, but it ran :lol:
If I say it should run on any Windows system that is 4 or 5 years old or better, that's probably not a bad guess.
Cheers,
#4
Posted 07 November 2005 - 06:13 PM
That's the most elaborate background story for a pong game that I have ever seen =D
Cool.
Cool.
reedbeta.com - developer blog, OpenGL demos, and other projects
#5
Posted 07 November 2005 - 06:25 PM
Reedbeta said:
That's the most elaborate background story for a pong game that I have ever seen =D
Well, in the end it is just glorified pong. Gotta have some fun with it ;)
Cheers,
#6
Posted 07 November 2005 - 10:57 PM
bignobody said:
Thanks for the kind words, Nautilus (and the clever ones - good use of the word "exposing" :lol: ). Hypercritic is fine, it can only by helpful (well, as long as it is constructive criticism).
I am hoping to break into the shareware market with this when it's finished, so I am trying to be compatible with as wide a range of hardware as possible. So, it uses DirectX 8, and I'm not doing anything fancy with pixel shaders and the like.
As for minimum requirements, I'm not too sure ;) It's getting hard to find low end machines these days. I did have a previous release running on my neighbours old 233 with a Voodoo 3 PCI card. It didn't run well, but it ran :lol:
If I say it should run on any Windows system that is 4 or 5 years old or better, that's probably not a bad guess.
Cheers,
I am hoping to break into the shareware market with this when it's finished, so I am trying to be compatible with as wide a range of hardware as possible. So, it uses DirectX 8, and I'm not doing anything fancy with pixel shaders and the like.
As for minimum requirements, I'm not too sure ;) It's getting hard to find low end machines these days. I did have a previous release running on my neighbours old 233 with a Voodoo 3 PCI card. It didn't run well, but it ran :lol:
If I say it should run on any Windows system that is 4 or 5 years old or better, that's probably not a bad guess.
Cheers,
Targeting lower end systems is good in my opinion, but supporting older than 3 (max 4) years machines may prove detrimental to your game.
Pump up the graphic as much as you like is what I say, but provide loads and loads of graphic options (properly documented) to let the most 'unfortunate' player enjoy your game.
Graphics is just part of a game after all, and statistically is the first asset everyone gets used to.
No more "ooooh", "aaaah" and "wooow" in a time span of 20 to 40 minutes.
Think about it: most commercial games sink flat in this department...
Like this:
SONAR: Caaapt? Enemy sub on radar. Indifferent-Class. 4 miles. Playing dead.
CAPTAIN: Uhu... keep going...
SONAR: Capt?! They opened tubes!
CAPTAIN: Wha-?!
SONAR: Capt!!! Torpedo approaching fast! 3 miles! 90 Knots! Noy type!!
CAPTAIN: Holy sh--
CAPTAIN: Driver! Take evasive action! Don't crash us all!!
CAPTAIN: Tube! Release eye-candys!
CAPTAIN: Engine room! Max output!! Pump up the Card!!!
DRIVER: Cant evade, cap!
TUBE: Outta candys, cap!!
ENGINE: We're gonna melt, captain!!!
SONAR: It's too late! OMG!!!!
*PLOOONFFF*
*game silently sinks* :mellow:
Regarding shaders... well... use them, but do so when it makes sense :)
Good luck with your project!
-Nautilus
(readin' this? perhaps you should get out more -- give it a thought)
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