CDF Ghostship Ghostship is a first person, third person survival horror and sci-fi shooter. We don’t have much choice with these sort of games today and we don’t have a free roaming one! Our vision is bring you a fun, scary, highly re-playable sci-fi game like the older games such as Doom, System shock, Dead Space, ACM, Natural Selection etc. There are some good ones out there but we want to do a few things new such as a free roaming game and a real first person mode with a helmet view for extra realism and atmosphere. There are over 20 different enemies and over 20 different weapons with some cool gadgets. Please play the alpha we have released to see what we mean when we say "it’s not just a game, It’s an experience!" FULL NATIVE RIFT VERSION !! Rift demo available - see our web site

Forum Thread
by member
  Posts  
Alpha Feedback (Games : CDF Ghostship : Forum : Latest Ghostship Developments : Alpha Feedback) Locked
Thread Options 1 2
Apr 30 2013, 1:13pm Anchor
Lord_Porksword wrote:I see what ya mean about opening the storage room. :paranoid:
Got some zombie action on the bridge. Glad I read the part about aiming for the head.

Found one problem area on the bridge in the corridor near the staircase:

There's boxes where the arrow is. You kind get stuck on these and they can kill you when you try to jump around them. You may want to tweak their positioning or make them static so they can't hurt the player. Also not sure if the striped edging on the floor is BSP or not but you may want to align that texture.

Dunno if you plan this but it'd be nice to see a slight bright-to-dim pulse on all the computer screens to make them feel 'active'.(even though the system is offline)
Yes, you may want to set the triggers to be distance based rather than having to aim at them. I had a bit of trouble accessing the bridge controls as I'd walk too close and couldn't find the activation point.

The ceiling fans on the bridge may want some noise as well.

Red rifle is pretty cool. I like the rapid fire! :devil:

I had the other assault rifle that fires bullets but I wasn't able to find any ammo, or the ammo pickups weren't replenishing either the pistol or the gun.

I really like the corridors with the moving tenticles. Good work on the visuals for these Shaun! :thumbup:

Regarding hangar 2, I found my weapons weren't lit and appeared black. Not sure what was happening with the lighting in there but they seemed black even though I was near a light source.

Had a good laugh at the Big Ones. Ran around the corner and thought "holy crap, retreat retreat!!" just before I got eaten!

Only got as far as opening the storage room and hangar 2. Hope the above feedback helps!
Will play more later this week!

I can happily say it's quite a lot of fun so far. :thumbup:

Captains logs were a nice touch! Are there plans to include more logs from other crew members so we can learn about how events occured on the ship or station?


Glad you are enjoying it, Evrything is a model in ghostship, 0 bsp are used.

yes thats a bug with the boxes, the player takes a little damage where they should not take any. This will be sorted in the beta.

The MK3 plasma rifle pickup is black at the moment, it is not meant to be this way again this will be sorted for beta.

In the beta all the computers will be different, some screens will be animated and the screens you can use will have different screens so you can tell more easily which ones are accessable.

STill Plenty more sounds to add yet, i must have missed the fans on deck 1 :)

Dont want to give too much away but you will find a few survivors around the ship, there will be plenty of logs and such but the funding is needed to get all these done. A lot of the storyline will be found on logs and through survivors.

The player sounds are the only sounds left to do, I am still waiting to get a good VA for character voices and character sound effects.

Yes when you reload your weapon you lose what ever rounds where still left in your magazine, this is more realistic this way and more tactical. Most games allow you to reload whenevr you want without a penalty, in real life loading a magazine takes time, can take a lot of time so realistically you would reload when you really need to.

This is just the alpha, the beta will be huge compared to this. Most demo`s last 10 or 20 mins and you would probably play through only the once. How much time have you had in Ghostship? story mode? and Onslaught Modes?

Thnaks for feedback guys, the kickstarter page should be up this week as soon as its accepted, there is lots more info about the beta on there! I will let you know when its up :)

Apr 30 2013, 2:14pm Anchor

Okay, cool!... Where is the fuel lines btw?

Apr 30 2013, 3:43pm Anchor

Yeah the fuel line sorry forgot about that one, There are a few itmes you need for that method of escape, the fuel line is main fuel feed for the hangars, this is located in Engineering. I had to draw the line somewhere :) this is only a demo, I am still building the rest of the ship so in the beta when you find one of the 7 ways to escape you will be able to meet all requirements to escape the ship. In the full release, the game carries on after you escape the ship and you then carry on at the Icarus Orbital or the Icarus colony base.

I orgianlly was not going to include a way to escape, but i thought i would put in the process of it to give you a feel for whats to come :)

The Big Ones by the way are not the Big Biters. The biters as some other aliens have different variants, green ones and bigger nastier versions eg. The Big Biters.

Apr 30 2013, 3:52pm Anchor

OHHH thatd explain why I couldn't do anything. No point trying to fight off the waves of the big biters then... ima go explore the rest of the ship instead! I thought you could escape the ship in the Alpha... good to know!

For the full game, will we have full access to the ship after we lift the lockdown? For example:
-> Will each of the 7 decks have a Main Access Corridor?
-> Will all the doors and entrances in the Main Access Corridor be accessible in the full game?
-> Will we be able to explore the two service areas in the two hanger bays?

One of 7? I thought there were 8?

As far as this being a demo... its a damn good one. Better than most Triple AAA Titles you get these days. And unlike AAA demos, Im sure you game will be far better than the demo. Lots of potential.

Consider doing a NewGame+ Option in the fullbuild? So that we could start the game again, with a quick start of ammo and such, but then work towards a different ending?

Making consoles easier to spot could be done by giving them a slight increase in luminence (brightness). At a distance you wouldn't be able to spot anything different but up close, you'd notice that the console was "different" from the others.

Apr 30 2013, 8:29pm Anchor
Palanduss wrote:OHHH thatd explain why I couldn't do anything. No point trying to fight off the waves of the big biters then... ima go explore the rest of the ship instead! I thought you could escape the ship in the Alpha... good to know!

For the full game, will we have full access to the ship after we lift the lockdown? For example:
-> Will each of the 7 decks have a Main Access Corridor?
-> Will all the doors and entrances in the Main Access Corridor be accessible in the full game?
-> Will we be able to explore the two service areas in the two hanger bays?

One of 7? I thought there were 8?

As far as this being a demo... its a damn good one. Better than most Triple AAA Titles you get these days. And unlike AAA demos, Im sure you game will be far better than the demo. Lots of potential.

Consider doing a NewGame+ Option in the fullbuild? So that we could start the game again, with a quick start of ammo and such, but then work towards a different ending?

Making consoles easier to spot could be done by giving them a slight increase in luminence (brightness). At a distance you wouldn't be able to spot anything different but up close, you'd notice that the console was "different" from the others.


Yes the the beta will have full access to the ship, the dorrs you cant open at the minute you will have full access to:) If you press m to get up the map screen and click on deck plan at bottom right you will see the layout for the ship.

The main acces corrdor on deck 3 is 1 of 2 as seen on the map (hence the stairs and lifts you will find in the Main access corridor. The other corridor is the sub access corridor as it is called and is attached to deck 5 of all sections These Also run stright through the cargo hold.

I am sure you will agree that just the size of this ship is huge for a free roamer and fun doesnt stop there, like I said, depending upon your method of escape you will then carry on at the Icarus 3 Orbital or the Icarus 3 Colony Base (both are civillian so look quite different) These will be in the full game as these are where there is a huge twist in the story and things really get good:)

Thanks for all your feedback, it is very helpfull. I am glad you enjoyed the alpha and I am sure you will be more than happy with the beta and then the full game :)

If you enjoy this alpha demo then please tell your friends, There is no marketing budget or team so I am will be relying on people who enjoy the game to spread the word. The Kickstart fund Starts any time as soon as it is accepted, A small amount of funds are needed for the game to be commercially released as well as polish such as motion capture we have planned and voice acting etc. The Plans for the beta are getting more and more promising thanks to Rama the lead programmer who is also putting a lot of work in Ghostship :)

May 1 2013, 2:44am Anchor

Talking about doors one doesn't have access to...
-> On Deck 3, theres a ventilation shaft, with Armor inside the shaft... but the door is inoperational... was that intentional or a bug?
-> Does that include things labelled as "elevator" and "airlock"?
-> Does that include the doors in Hangar 1 & 2's Service Area (where a whole bunch of enemies come from)?
-> Will the RAT in the Main Access Corridor have more than 3 options for lifting orders, with having the WHOLE ship to look over? (The 3 currently for Medical Quarantine, Deck 3 Storage and Hangar 2)
-> Does that mean that every door on the entire ship goes somewhere even if its just a closet (LOL)?

When the beta is released, will there be some exploration needed for a player to explore some of the new areas? By this I mean, is it NECESSARY to find the MK4 Plasma Rifle or Lazer Assault Rifle in order to survive (not including the other 6? weapons you can find in the beta)?

As far as the Orbital goes... from the sounds of the captain's logs... it sounds like that place will be EVEN worse than the CDF Dreadnought we are on currently... so dunno if I want to end up there :)

And I'm glad to provide feedback! Really great game and will tell my friends, for sure. When I get another chance, I'll continue playing and exploring and see if I can hunt down any more wierd bugs, so that it saves you time hunting them down yourself.

May 1 2013, 9:24am Anchor
Palanduss wrote:Talking about doors one doesn't have access to...
-> On Deck 3, theres a ventilation shaft, with Armor inside the shaft... but the door is inoperational... was that intentional or a bug?
-> Does that include things labelled as "elevator" and "airlock"?
-> Does that include the doors in Hangar 1 & 2's Service Area (where a whole bunch of enemies come from)?
-> Will the RAT in the Main Access Corridor have more than 3 options for lifting orders, with having the WHOLE ship to look over? (The 3 currently for Medical Quarantine, Deck 3 Storage and Hangar 2)
-> Does that mean that every door on the entire ship goes somewhere even if its just a closet (LOL)?

When the beta is released, will there be some exploration needed for a player to explore some of the new areas? By this I mean, is it NECESSARY to find the MK4 Plasma Rifle or Lazer Assault Rifle in order to survive (not including the other 6? weapons you can find in the beta)?

As far as the Orbital goes... from the sounds of the captain's logs... it sounds like that place will be EVEN worse than the CDF Dreadnought we are on currently... so dunno if I want to end up there :)

And I'm glad to provide feedback! Really great game and will tell my friends, for sure. When I get another chance, I'll continue playing and exploring and see if I can hunt down any more wierd bugs, so that it saves you time hunting them down yourself.


The ventilation shaft on deck 3 was opened after lock-down was removed on the bridge. I might have closed this again while testing so if it doesn't open after then then you will have to wait to the beta to grab the shield and ammo :)]
The elevator in Operations is out of order, as Is the service elevator. In the beta this is still the case, In personnel and engineering (and cargo hold) the elevators are still operational.
All doors will lead to somewhere in the beta as the full ship will be accessible. As in the alpha certain rooms and a few decks are not accessible until you have met the requirements to access these areas. Such as using the RAT to gain access to Hangar 2, Store room B and Quarantine. In the full ship there will be lots of computers everywhere not just rats where you can open doors, seal doors and operate equipment. There are also key-code entry pads, one of these is in hangar 2, If you have noticed when the door closes behind you as you enter the hangar, a key code is required to get out!
There will be lots of these around the ship and the codes will be found in logs, wrote on walls or told to you by an npc. Some codes will be a riddle or clue so you may have to spend some time trying to work those out.

In the beta there will be many more weapons, you have felt the satisfaction of fnding a rifle and such so when you find the other weapons such as miniguns, flamethrowers, smg`s, rocket launchers, proximity mines and grenades you will really feel the benefit. Exploration is rewarding, its a big ship, lots of exploring hence lots of rewards. You will need to explore to find survivors, weapons, ammo, shields, health, medikits, items, ways to escape and just our of curiosity.

Thanks for your feedback. I will be updating the alpha to fix the (no kill counter - Onslaught) and the total kills after death. I will keep you posted.

May 1 2013, 4:28pm Anchor

Suggestions that come to mind:
-> Have you considered allowing a player to pickup and store medkits in their inventory (for the beta) so that we can use them when we need them and carry them when we do not. Dunno if that would make sense with Armor though. So.. if we are at full health and runover a medkit we store it, and when we are low health when use it immediately.
-> Have you considered allowing us to modify the weapons themselves? By this I mean by allowing us to remove a scope from say the Plasma Pistol, and put it on the Lazer Rifle... or maybe remove a TacLight from the MK3 and attach to the Lazer Rifle.
-> Have you considered allowing us to do a "barter" like system with survivors? In that, we could trade a medkit we found for 4 Ammo Clips or something like that?
-> Have you considered allowing us to take "quests/missions" for survivors, where we go get something for them or kill say something, and are rewarded with something for our efforts?
-> Will we be able to attack survivors? And if yes, will they fight back? You never know who has an egg in them :)
-> Consider doing a Newgame+ Option after you get one of the Game Endings?
-> Is Onslaught planned to have Multiplayer Support? What about Bot Support for Offline Games?
-> As far as Graphics goes.. make sure to have seperate graphics controls for: Models/Actors/Weapons/Items, and for Environment. For me, with my gaming rig, I can play Crysis 2 and Crysis 3 with 30+ FPS as long as I keep all settings at LOW. I personally, enjoy having really good looking Models/Actors/Weapons/Items and will sacrifice Environment for higher FPS.

May 1 2013, 5:38pm Anchor

The medikits will not be able to be stored, these must be used tactically, large medikits will be very rare so visits to medical are suggested before venturing further. I will be allowing the player to pick up stims which can be used at any time to regain a little health.

I have considered weapon modification, there are a huge number of weapons in the game and all have their advantages and disadvantages, again tactical use of these is part of the game. This would also take much more time and my huge workload will only allow me to do so much.

There will be interaction with survivors in the game, you may have to do task for them, some may help you, some may kill you, wait for the beta!

Replay value is ones of this games biggest aspects. Once you complete the game for first time you will unlock various things. You will have a slot save system so you can play multiple stories at any time.

Onslaught is planned as multiplayer (depending upon funding) both online and LAN support will hopefully be added. Arcade mode and challenge mode may also be multiplayer, this will be decided further down the line when i can see how much funds i have to work with.

Optimizations, its not so much the environment or weapons characters etc that causes fps issues. Graphically the light would be the main cause of the fps drop, also not just graphics but the code has a lot to play as many scripts and calls are in timers so the more and more whats in the game will gradually decrease fps.
Beta optimizations should include AA, dop, motion blur (these are big on fps) and many more options.

May 1 2013, 11:21pm Anchor

Question: On the Preorder Page, it says there is 21 decks... how is that possible when the staircase only has access to decks 1 to 7? Do the elevators get you to lower decks?

EDIT:
Also, is it possible to tweak some of the settings on the Scopes? Specifically:
-> When aiming down the sights, make the scope enlarge a little bit so it appears as if you have moved your eye closer to the scope.
-> When aiming down the sights, make the scope have a greater visual range. Sometimes for large areas, it will not display everything and will instead leave a blank "wall" like thing in the scope obscuring your vision
-> Have them highlight hostiles with a different color than everything else.
-> When not aiming down the sights, have the scope viewer show what you are pointing at. Sometimes it shows this to the left or right of where you are pointing at (using the red-dot as a reference for the rifle with it)

Edited by: Palanduss

May 2 2013, 2:35am Anchor
Palanduss wrote:Question: On the Preorder Page, it says there is 21 decks... how is that possible when the staircase only has access to decks 1 to 7? Do the elevators get you to lower decks?


Have you gone to the goliath deck plan on the map ? This shows the layout for the whole ship! I have mentioned this a few times.

Making the scope have anyn more range will add a lot more fps, thats about the max it can be right now. The camera on the scope is basically rendering the whole scene twice, optimisation of this is cruicial for everyone.

It seems an immposibility to have the creatures change colour in the sights, me and my lead programmer has already discussed this.

May 2 2013, 11:09am Anchor

Well for sight color change... what if the textures shown on the scope were different, maybe lower-res (to save resources), and then you could make them a different color.

May 2 2013, 12:53pm Anchor
Palanduss wrote:Well for sight color change... what if the textures shown on the scope were different, maybe lower-res (to save resources), and then you could make them a different color.

They are very low resolution as it is, the current res is 128x128 and that is low, at 64 x64 it is too pixilated and virtually useless. Making the aliens a different colour through a 2d render to texture camera is impossible in the unreal 3 engine. I wanted to adopt this for thermal vision but found that i could only do this full screen, not on the weapon sight.

Lord_Porksword
Lord_Porksword Unreal Old Friends
May 3 2013, 12:19am Anchor

Palanduss, Shaun is correct. Along with your normal field of view, the is also scope rendering the screen which has quite an impact on performance. I've played with similar things in the past in UT3 and abandoned the idea due to performance issues. Mirrors(screen capture actors) are cool to have but very framerate expensive.

Shaun, I like the fact that you are keeping it real in some aspects, like with reloading your weapon and loosing any unspent ammo. While not storing medkits is a pain it really keeps up the intensity which games like this require. Nuthing gets the heart pumping more than being low on health and knowing that you just gotta get back to the other level and into that side room knowing that there will be nasties blocking your path. Good stuff M8!

I'm also really looking forward to co-op onslaught. Game modes like that are perfect for playing with friends!

May 3 2013, 10:43am Anchor
Lord_Porksword wrote:Palanduss, Shaun is correct. Along with your normal field of view, the is also scope rendering the screen which has quite an impact on performance. I've played with similar things in the past in UT3 and abandoned the idea due to performance issues. Mirrors(screen capture actors) are cool to have but very framerate expensive.

Shaun, I like the fact that you are keeping it real in some aspects, like with reloading your weapon and loosing any unspent ammo. While not storing medkits is a pain it really keeps up the intensity which games like this require. Nuthing gets the heart pumping more than being low on health and knowing that you just gotta get back to the other level and into that side room knowing that there will be nasties blocking your path. Good stuff M8!

I'm also really looking forward to co-op onslaught. Game modes like that are perfect for playing with friends!


Multiplay for hangar and maybe challenege mode is planned! should be awesome. I also want to include LAN support, something which in most games of today is non-existent. I went to uni, and most people who house share have a LAN and very little games are available for it.

Lord_Porksword
Lord_Porksword Unreal Old Friends
May 9 2013, 11:15am Anchor

I'm a bit stuck atm. It asks to run diagnostics. Where do I do this?

May 9 2013, 5:45pm Anchor

Hi, this was answered a few posts earlier :)

Lot of new and exciting changes, the beta is stepping up a notch in every way. I will hopefully be compiling the latest new version with the fix for onslaught (no kill counter display and incorrect round kill count after death) But while I am at it i might include a whole lot of what has been done recently which is looking much better! I will keep you posted :)

Reply to Thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.