hopefully you have a glitch-free experience, still working on some bugs
Feedback:
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On the menu, “Play with friends” should be faded out if none of them are in Before the Dawn, and if there are any in there, it should say “Play with friends (number of friends in game)” (for example “Play with friends (50)”)
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Remove default character death sounds – they’re redundant since you have your own, and they break immersion
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Add crouching, things to hide in/under, etc so it actually feels like you’re hiding for your life (watch gameplay videos of Outlast or Alien Isolation for good examples)
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Make sure people in the lobby can’t talk to people in-game. We had people letting both the monster/players know where each other were through spectate
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Give the players in the lobby something to do – the reason they were letting the monster know where we were was because they wanted the round to end so they could play again
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Add breathing sounds to the monsters to make it more scary when they’re close
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Show me what the monster looked like at the end of the round. If it won, show it dealing the final kill. If the survivors outlasted it, show it escaping off into the distance
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Don’t allow people to spectate the monster. It makes the game less scary. They should have to look through the eyes of a survivor and that way they’ll be able to be thrilled and scared even after they die.
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Make streaks of light that you can actually see pretty well into so when the monster passes by you can see it and get scared. Seeing how terrifying the monster is while not knowing exactly where it is (after it passes out of the light) makes it even scarier
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Don’t kill me immediately – show me an animation of me about to get killed (i.e. slasher raising its arm and then right as it’s about to intersect my screen, cut out
I wanted to do a few of these, just haven’t gotten to it yet. IE the crouching and victory screens.
I like these ideas though, pretty solid feedback. I’ll throw most of this in eventually, thanks Echo.
and I thought I got rid of the default death sounds, guess I need to double check that line of code again
Was playing this for a good hour. Pretty damn fun! First server I tried was broke though.
The game is very well done. I had a great time playing it. Super high quality.
Some suggestions/ideas:
-Predator is a little too OP. He was the only monster I played as so far, but I was able to find everyone within the first 2 hours of the night due to the players being highlighted neon orange. I’m not entirely sure what you can do to fix this without ruining the character design, but I feel it should be nerfed a bit. Maybe make them appear neon if you are VERY close to them?
-Attacking can go though walls. In that one map in the woods with tall trees, I was able to kill someone through the walls because their arm noclipping and was sticking out a bit. (barely)
-Death needs to be more scary. A GUI that pops up saying that I’m dead ruins the build up of fear I had. When I get killed, I should face the monster and look it right in the face. Loud noises help.
-There should be things you can go into and you can close around you. Maybe things like coffins for that cemetery map. You can go inside and the monster can open them. It can create a lot of fear when you’re hiding in a small area, not knowing about your surroundings, only to be discovered by a monster in your face.
I have thus defeated you with a very persuasive double experience ploy.
With your high ratings it looks like you deserve it. Good job.
The first two times I tried to play some thing went sideways and the game was a slideshow, just unplayable. The third time was the charm and I got to play several rounds.
It’s a fun game, well done. Keep evolving it to make it better.
I think in the last round I fell victim to the clipping issue. I managed to force myself behind some crates where I was next to impossible to see from the hallway they’re in, in the sci-fi map. I was watching the room and never saw the slasher, then I suddenly died. My arm may have been sticking into the next room over…
I hope to play some more later.
Hm, I think you might have been killed by the Fallen slasher, which is basically a weeping angel that skips around.
That could be it.
Maybe a quick cut to third person just as you’re killed would be informative.
+1
Through my experiences from playing games, I’ve established a general rule of thumb I follow in my own games: the player is not allowed to die unless they know why. I’d love to go into detail, but I don’t want to turn the thread into a rant. In short, lots of random deaths from Skyrim mods, Warframe, and other games I played made me not so happy.
That’s a good rule, and I think I read it in some game design literature.
It’s basically a bad idea to punish the player for something they don’t understand or can’t know, such as random death. And it’s important that they feel they could have avoided said punishment through some action, this encourages them to try again and again rather than give up in frustration.
I like this idea a lot, I’m working on it currently
I think I found a clue as to why some people are having trouble getting in the game. 90% of the time I’ve entered the game with my computers audio muted (which I do because I’m in an office full of people) the frame rate goes to hell and I fall through the floor.
BUT once I plugged in my headphones and un-muted the machine I haven’t had it happen again. To test I just muted and re-entered and it happened, I un-muted and re-entered and it didn’t happen.
Have a look at your sound code, it may be the cause of some startup problems.
Muting the sound can have a negative impact on performance?
By itself it would not (and if it did we’d be hearing a lot of people talking about it). However, I don’t know for certain but it’s possible that when sound is muted some of the Sound objects properties are affected (such as IsPlaying and TimePosition) which could affect the logic of any sound code you have.
Try to reproduce it and see if it happens for you.
I muted my system audio and unplugged my speakers, didn’t notice a difference
my computer is pretty standard power wise
the only sound that uses TimePosition or any other property is the shop sound when you open/buy/close it
everything else just uses :Play() or :Stop()
I can’t join a friend because every server we join is full… Preferred players should be lower than max players.
Quick, @rachnera, put 3x experience
Then AxisAngle will have to put 4x, and so on.
Haha, we changed it to [3x Scariness] last night