Report abuse Nine Blade Movement Demo
Filename
Nine_Blade_Data.zip
Type
Demo
Uploader
Sydan
Date
Jan 10th, 2011
Size
8.80mb (9,223,080 bytes)
Downloads
278 (1 today)
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Description

A small simple demo. If you try it out tell me what you think and how smoothly the game runs. UPDATED!!

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Nine Blade Movement Demo
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No_Frags
No_Frags Jan 10 2011, 5:36pm says:

it was quite weird that camera moves independent from player, yet like first person. also W,A,S work only when clickng a mouse
looks kinda nice, tho very early stage.. tracking.

+1 vote     reply to comment
Sydan
Sydan Jan 10 2011, 5:54pm replied:

OOPS! Wrong file...

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Sydan
Sydan Jan 10 2011, 6:05pm replied:

It needs to be re-reviewed but you can try the proper version here: Sydan.deviantart.com

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No_Frags
No_Frags Jan 10 2011, 7:26pm replied:

now it makes more sense, lol..
would be cool, if player could rotate camera around character, i mean, why not use 3d space properly if you happen to be in one :)

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Sydan
Sydan Jan 10 2011, 7:35pm replied:

Many have mentioned this (I'm slowly swaying...) but I wanted it to feel retro and simplistic so I extended this to the design of the camera, sort of like zelda or pokemon.

I'm guna have to experiment with it now that so many people have said it... I'll let you know when there's an update :)

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Sydan
Sydan Jan 10 2011, 5:59pm says:

Sorry. This is the wrong version on the file... The Camera is an old test version. The new edit is currently being re-reviewed for submission...

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Sydan
Sydan Jan 10 2011, 6:44pm says:

Updated to the correct version now! :)

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Detocroix
Detocroix Jan 11 2011, 3:04am says:

As you're using Unity, you could make test builds in web? I don't mind downloading the file, just thinking out loud :)

As for feedback. The visual look is sweet and nicely soft and the controls themselves are fire (would work wonderfully with controller too). A couple of things I'd add was a bit of "smoothing" to the player's rotation and movement so that he follows the cursor slightly more lazily (when you move cursor over the character, he wouldn't jump 180 degrees around). The smoothing isn't really necessary, would just add a bit more life to the character as he wouldn't feel like a pawn but a living thing following you.

Second thing, more critique really I guess is related to grass. Third thing too. The light green grass could have slightly less dark bottom so that it would sit better with the ground texture color, as is now it looks like its detached. Also the areas with more grass give serious fps hit. After the barrier you can break and then going to left to the grassy hill. I drop to 15-18fps from 50-75. The grass does look brilliant though, adds lovely atmosphere :)

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Sydan
Sydan Jan 11 2011, 5:38pm replied:

Ah, yes I could make use of the web player. That would make things quicker to update. Thanks for that suggestion!

I definitely agree with the smoothing... I'm just trying to work out how to do it... I had that in mind from the start, but left it out as it's not necessary for game play. Eventually it will be there :)

I see what you mean with the grass... never noticed that before but I did think it looked slightly detached. As for the framerate drop... I'm working on it. I changed the file type from TGA to PNG to save memory and then halved the image size ( can't do it again as it becomes obvious) but I can't seem to help it that much. I could add less... but it's tough to keep it looking smooth with less grass...

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emptyhead
emptyhead Jan 11 2011, 3:17pm says:

Nice little demo.

Critique? Would echo the sentiments about being able to rotate camera about the character. Maybe even a little bit of zoom with the mouse wheel? I find games where I have control over my camera to provide a greater sense of immersion for me, no matter how well done the 3d is. Eg. even if the draw distance was only the size of what is displayed for the fixed above camera. However it still looks nice the way it is and I can understand why you went for that retro style.

Also personally I prefer a nice simple wasd and mouse control method, but i do like the analogue-style movement speed with the mouse so i suppose it depends on your gameplay. If sections would require you to have fine control over character movement speed the present way is best.

Anyway best of luck. Looks nice so far. Personally I like the graphics as they are. :)

Oh and my fps is pretty consistantly above 30fps but it still seemed to run ok.
System:
win7 64
ati hd4850 1gig
4gig ram

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Sydan
Sydan Jan 11 2011, 5:43pm replied:

Thanks for the comment! Glad to hear it runs fine :)

I'm certainly going to give the camera turning thing a go. I might leave it for awhile though as it's not necessary for the gameplay. You should be able to zoom sufficiently with the camera right now. Except you can zoom a little too far... I use it for testing right now.

I'm also considering adding a decent wasd control in as an option. It would feel quite different to the mouse but would still provide an good way to move around. The speed would increase slightly as you hold it down like it does now but with a lower gradient and you would be able to move diagonally if two keys were held.

Lots to do... :)

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Tibyon
Tibyon Jan 12 2011, 12:58pm says:

So, I gave it a try. I don't know why everyone seems to want to be able to turn the camera. I kind of like the old-school 2d adventure/platformer feel. I would like a WASD control, the mouse control just doesn't feel right for this kind of game.

When your character attacks, does he need to lunge forward so much? It's as if he's moving and attacking simultaneously. It would get very tiresome when trying to use any real strategy when attacking an enemy.

And I hope that this isn't the final character model, correct? He looks like a sad doll. ~.~

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Sydan
Sydan Jan 12 2011, 2:04pm replied:

I like the camera how it is too.... but I will add an option to rotate it manually I think... I'm also planning adding WASD control :) So don't worry.

I get the attack movement problem. It is basically the same code, and I think I've over done it a bit. Notice he lunges less if you hold the mouse closer to the player though...

As with the player model. Some people have mentioned he looks silly or plain and others have stated that he should not change and is simple and pleasing as he is. Personally, I love him. But I am aware that there is potential to improve him. I am planning going back and redesigning him at some point to see if I can come up with something more please... but I may not, and he may never change... Personally I feel that it's less important that actually pinning down some decent game play. The character can be edited later...

Thanks for the comment! :)

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thedaemon
thedaemon Jan 12 2011, 5:46pm says:

33-78 fps 1920x1200. I see you can move fast if you jump then attack.

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Sydan
Sydan Jan 12 2011, 6:04pm replied:

Yeah... less friction... but not quite what I wanted really. I might sort that out or I might leave it in... not really sure. Glad to see the fps is ok :)

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captmilk
captmilk Jan 13 2011, 11:23pm says:

Ran fluidly for me keep up the good work. looking forward to the next release

+1 vote     reply to comment
fillemon
fillemon Aug 15 2011, 8:03am says:

Good job! :)

+1 vote     reply to comment
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