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[Open War] Operation TerrorKill(OTK), Our new Game.

Discussion in 'Works In Progress - Archive' started by anueves1, May 15, 2015.

?

Will you follow this game's development?

  1. Yes

    2 vote(s)
    14.3%
  2. No

    10 vote(s)
    71.4%
  3. Maybe

    2 vote(s)
    14.3%
  1. anueves1

    anueves1

    Joined:
    Jan 10, 2014
    Posts:
    36
    So,
    I wanted to let you all know that me and sea_Interactive are making a game, actually i should say just sea_Interactive since the people that work with me are now my friends and i joined their company but yeah, enough talking about personal stuff.

    What i'm here today is to show you the game that we've been working on for the past 2 months, it's called(As the title says) [Open War] Operation TerrorKill but we prefer to call it just OTK for simplicity.

    OTK it's a tactical open world shooter with survival elements, we are trying to archieve a fun to play coop game that feels good to play.

    In OTK you will not be a character, at least not only one, you are able to controll a team with our tactical view, change to any person of your team and play as them, we are trying to get back those old times playing dragon age and feeling like "you" are actually not only one guy.

    We will have survival elements like: A inventory, Crafting, Base building.
    We are going to combine all these elements in a open world full of life, WW3 just started so you and you're team better be carefull, there might be some things out there that are worse than people.

    Adding parkour is also one of the things we planned, since we want you to fill like you're actually in that world and your team is desperate for survival and winning the war.

    Vehicles will also play an important rol in the game, i'm not only talking about conventional vehicles(Cars,planes...) i'm talking about Sea Glides, Submarines and a lot more.

    And the most important part of the game(In my opinion) is the Coop, cause as in my case, i really like playing with my friends, controlling your allies with the tactical cam will be a lot of fun but it's always better to actually have someone with you.

    Enough talking now, just a quick video on the current state of the game(We will regularly post updates both on youtube and here):


    We would like you to give us your opinion so we can think of more features to add to the game.
    Thanks for your time.
    Posted by Tavi, the programmer of sea_Interactive.


    Update #1:

    We've been working on some things.
    First thing is that our modeler made 2 new guns(Still WIP) but it's a start for them to become great weapons!!

    Image of the mp7:
    Mp7_Render.jpg

    And i've been working on with gun melee, so the player is now able to hit with the back of the weapons, also cleaned some code on the gun script and that made me get 1000 fps!!!

    Update #2:

    I've been working on vehicle physics and the result was pretty cool so, we now have car physics
    and also a multiple seat system(For later implementation of coop) will post a video pretty soon!!!

    Btw: For people that see this post, can you please vote and comment, we would really love to know your opinion, thanks!!!
     
    Last edited: May 17, 2015
  2. anueves1

    anueves1

    Joined:
    Jan 10, 2014
    Posts:
    36
    Guys, common for people voting no to following this game's dev, could you atleast tell me the reason, we are really looking forward to your feedback, so bare in mind everything you say it's important to us.
    Regards: Tavi, the programmer of Sea_Interactive
     
  3. DeadKenny

    DeadKenny

    Joined:
    Apr 14, 2013
    Posts:
    195
    I think people are getting sick of the generic fps, crafting, modern warfare, zombies type thing.

    Also it might be because you showed such little and such early stuff. You cant get any real feeling of the game.

    Or it could because such few people have actually seen it. Its only 6 votes. When I first posted my game here, it took some time for replies.
     
  4. IO-Fox

    IO-Fox

    Joined:
    Jul 14, 2014
    Posts:
    86
    Okay, I'll rip... I mean analyze your early build :)

    This is based off what is shown in your video:

    • Fists animations look horrid. I am unsure if you are punching or pressing a button, but it definitely appears as if you are using your fists to press a button.
    • You mentioned image effects and an AI system, but did not demo them (empty words). If they were presented, you did a poor job at illustrating these things.
    • The weapon holster mechanic is flawed because it obstructs the player's field of view. The player is not actually holstering anything (how is a weapon holstered?).
    • It's okay to have weapons without hands and arms, but it's not okay to have floating weapons (research modern FPS games).
    • All runtime animations (e.g., switching weapons, holstering weapon, firing weapons, etc.) seems slow-moving and dull.
    • Audio FX is not important, so do not focus on such until you have the core system built out (no one cares if it plays a sound during dry-fire at this stage).
    • I am unsure if it's just the video, but you may need a crash course in UI and UX design... your weapon models are entirely too large and limits visibility - especially while ADS.
    • Inventory system receives a green light :), but the UI and position suck (just aesthetics that can be resolved).
    • Particle FX is not important at this stage, work on the core system design before making things "flashy".
    • Tactical Cam? I had completely no idea what the hell I was looking at...
    I don't know if you are good with code or not, but you definitely need help in the game design area. Honestly, it sucks... and you should abandon this project. And if you are thinking: this is pre-Alpha. Well, I've seen, and so have you, pre-Alpha's that were awesome... exuded awesomeness. You readily "understood" and "experienced" what was being demonstrated. It actually made you excited for the game to come.

    Advice: UTILIZE UNITY!!! Everything you created here is horrible in comparison with what you could simply buy from the Asset Store (e.g., UFPS, Advance Shooter Kit, RFPS, and so on). And those packages comes loaded with a lot of standard FPS features - including modern aesthetics and usability.

    Cudos for creating something, but this is not 2nd grade where the winners and losers receive a medal. You asked for feedback and you now have it. You mentioned all feedback is important, right? This project is a loser and now it's time for you to kill it and move into an area where you can shine. Optionally, you can call me an a-hole and keep going the distance :)

    - Some game designer dude
     
    Last edited: May 20, 2015
  5. JA_555

    JA_555

    Joined:
    Jul 10, 2014
    Posts:
    27
    @Tayer That last part was Completely unnecessary. Everything I saw CAN be fixed. In a few months you could easily show a video that fixes the floating guns, better fist animations(more fluid), and a better tactical cam(take a look at the Brothers in Arms Hells Highway tactical map).

    To say a project that hasn't been released yet is a loser is like saying a child shouldn't go to school anymore because he'll never make it in the real world, based on his 3rd grade gym class performance. I'm sure the developer already knew what needed fixing, and coming here was probably a way to find out what to focus on.
     
    anueves1 likes this.
  6. IO-Fox

    IO-Fox

    Joined:
    Jul 14, 2014
    Posts:
    86
    As I said @JA_555 , call me an a-hole because I know this type of criticism is harsh ;) However, he asked for feedback based on what he produced to-date. My feedback is, it's a loser based on the lack of research, usability, design, aesthetics, and blah blah blah. The floating guns should have been resolved before publicly displaying such to the public (how long would it have taken to resolve?). Better animations should have been created during the time period they were created. Someone must have said: meh, it looks good. Creating animations isn't like prototyping.. you go all in when creating them, so as to prevent re-work. Heh, why prototype something if nearly everything needs to be recreated? Why use said prototype, while knowing it sucks, to beg for feedback? That's like grabbing a group of folks to playtest a buggy and underdeveloped pre-alpha build while knowing what the feedback is. Makes no sense no matter how you spin it. Either he is really naive (time == money) or he genuinely thought the work thus far was good. I rather believe he thought it looked good because he appears to be an okay person. I am familiar with tactical cameras, but his Tactical Cam left me like: wth am I looking at. It was poorly demonstrated, so shame on him for not communicating it better to the end-user.

    I stand by my original analysis... it sucks and he should play towards his strengths. This was two months of work, so I will not hold his hand and tell him: although it took you two months to do this, everything can be fixed. That's like hiring a mechanic who has limited knowledge of fixing your car and telling them: it's okay, with a little time you'll figure it out. NO! He received feedback from me because he literally begged for it.

    Hmmm... I seen a WIP project today from @PvTGreg ... it took him a single day to produce his FPS kit. It looks damn good. Repeat, damn good! That's because he did his homework, so I will not go soft on @anueves1. Clearly he didn't do his homework; therefore, he failed the test due to lack of practice... in this case, lack of research, direction, usability, design, and so on. @anueves1 stated he wanted a game that, "feels good to play", wherein he presented some monster to receive feedback based on such. But I'll play the role of a-hole and rescind my feedback :D @anueves1 consider my feedback and the spirit therein void, mmmkay? No matter what anyone tells you, you can fix anything and present material that even you consider less than awesome. Excuse my harsh, oh so harsh, words. There are no losers in life, everyone gets a medal :)
     
  7. PvTGreg

    PvTGreg

    Joined:
    Jan 29, 2014
    Posts:
    365
    thanks :p and too op yeah this needs quite a bit of work. floating guns is ok you just didn't pull it off very well they are way too big. the zooming in and the weapon sway is wayyyy to slow speed that S*** up a bit man :) if it helps i can send you an early version of my fps kit to play around with. its nothing special at the moment but it might help get better gun controlls
     
  8. anueves1

    anueves1

    Joined:
    Jan 10, 2014
    Posts:
    36
    OK, I will start thanking you all for your feedback and specially to @Tayer because of all the feedback you've gave me, a lot of the things that you were telling me to fix are actually things that I havn't got into yet, the animations are made for demonstration purposes since my artist had a lot of work to do on weapon models so he couldn't make them and I really have no idea on animations.
    And I really I'm gratfull that you told me this, cause as you said I asked for it and you responded, so thanks mate!!! I realize that the game still needs a lot of work so we will take it a lot more serious from now on ,but the game Will continue.
    Again, thanks all for your feedback.
     
    IO-Fox likes this.
  9. Sea_Interactive

    Sea_Interactive

    Joined:
    Apr 6, 2015
    Posts:
    7
    thanks man ill look into it.
    Edit:
    WE AINT GONA F***ING GIVE UP
     
    Last edited: May 20, 2015
  10. Sea_Interactive

    Sea_Interactive

    Joined:
    Apr 6, 2015
    Posts:
    7
    No thanks for now. it was just that the weapon manager was updated and the numbers where F***ed up
    and the arms/body wasnt done yet :(
    so no floating guns in next update that wont be online soon just to correct our mistakes and not make any quick updates with half finished systems and get it right the first time :D
     
  11. IO-Fox

    IO-Fox

    Joined:
    Jul 14, 2014
    Posts:
    86
    Don't :) However, just know that there are people who want to create something awesome and people that can create something awesome. You must know the difference, and ask yourself these questions:

    1. What am I teaching the player? (All games are designed to teach something like item collection, exploration, aiming, reaction timing, etc. etc.)
    2. Where's my GDD?
    3. What are the mechanics?
    4. Did I do my research and apply my findings to the above mechanics? (usability is a killer... imagine an FPS control scheme using a typical racing game control scheme or an FPS game with only racing mechanics, meh :/)
    5. Are we designers / programmers or just programmers?
    6. Do we currently have the skills required to bring this project to the front?
    7. What's the condition of my FPS system relative to other FPS systems? (again, usability)
    8. Based on the feedback, should we utilize the resources provided by Unity (UAS) to aid us in our endeavor?
    9. Are we refusing to kill our baby and revolting out of pride knowing that we may not be utilizing our skill set in the best area? (2D game perhaps, or how about a platformer)
    10. Why did we present material knowing it was all messed up during production?
    11. Do we believe people are stupid enough to believe it was an error, and we didn't notice the horror during recording?
    So many questions... meh, keep going people :) You can live in your bubble if you want, it is your right. Nevertheless, I do not have to be dishonest in my assessment of what you presented. You came to the party with poo and when someone mentioned the poo (while others just laughed in silence), you take it personal and willing to spend time and resources on polishing it. Personally, you insulted me by not doing your homework and decided to present a horror while neglecting prerequisites needed to ensure you output something of quality. Even went as far as further insulting me by saying it was due to errors (it was recorded and been posted for 5 days and no one on your team caught it). Keep lying to yourselves but you cannot lie to me. Meh :/ I gave you feedback, now do something with it. Optionally, I am going to treat you like a kid and say: Despite your blindness, you can grow up to be a crosswalk guard... don't allow people to tell you what you can and can't do. Boom.
     
  12. IO-Fox

    IO-Fox

    Joined:
    Jul 14, 2014
    Posts:
    86
    And watch your language :) I know I am trying to LOL I curse like a sailor :p
     
  13. Sea_Interactive

    Sea_Interactive

    Joined:
    Apr 6, 2015
    Posts:
    7
    and i aint gonna anwser like a kid and just say your right we really F***ed oops i mean ... we ruined it 100%
    I also want to thank you again for giving us even more feed back so we can hopefully(if we dont ruin it again) can really make improvements to this "game" instead of always add half finished.
     
    Last edited: May 20, 2015
  14. anueves1

    anueves1

    Joined:
    Jan 10, 2014
    Posts:
    36
    Man, you know you can stop right? Just stop it, we get that you think that our idea and game are bullshit so you can now move on to hate somebody else, it was actually enough with the first part of your comment, where you didn't feel like a kid, cause your not an adult, adults now when to stop, so if you truly consider yourself an adult, stop writing in this thread, ITS ENOUGH!
     
  15. Sea_Interactive

    Sea_Interactive

    Joined:
    Apr 6, 2015
    Posts:
    7
    well thats clear i guess :D
     
  16. IO-Fox

    IO-Fox

    Joined:
    Jul 14, 2014
    Posts:
    86
    You are welcome.
     
  17. IO-Fox

    IO-Fox

    Joined:
    Jul 14, 2014
    Posts:
    86
    I am far from hating on you lol. You lied or was careless for submitting a, but really meant to submit b, and got pissed because a was butchered. This is WIP, so you may receive feedback... analyze the feedback or simply go mindless and ignore. Oh, and I wish I was a kid :( life was a hell of a lot less complex :) Have fun people.
     
  18. Sea_Interactive

    Sea_Interactive

    Joined:
    Apr 6, 2015
    Posts:
    7
    wow this getting a really funny "fight" :D :D :) :) :D :D
     
  19. IO-Fox

    IO-Fox

    Joined:
    Jul 14, 2014
    Posts:
    86
    Meh, this is not a flame war of some sort. Learn to take criticism, listen to feedback, and do not lie and/or insult the intelligence of others, so as to mask your failure. Have a good day :)
     
  20. Sea_Interactive

    Sea_Interactive

    Joined:
    Apr 6, 2015
    Posts:
    7
    sorry to ask but when acactually didnt i take your critism and/or feedback
    Lie and insulted intelligence of others(you in this case)
     
  21. IO-Fox

    IO-Fox

    Joined:
    Jul 14, 2014
    Posts:
    86
    Listen, I am not engaging in this conversation anymore. I outlined everything above, so you can take the time to read what I posted. Do yourself a favor and utilize the beauty of Unity :) We have wonderful people who provide us with assets we may need! FPS is not where you shine... give it up, but know that you have help by way of free and paid assets (even someone volunteered to help you out). Your inventory system was nice, and it even included stacking (nice touch). Anyways, play towards your strengths and recognize your limitations :) And destroy this project and start fresh with a nice FPS framework so you can focus on the areas where you guys may shine. This will save you time and headaches, so don't fight it. Have a good day.
     
  22. ANTMAN0079

    ANTMAN0079

    Joined:
    Mar 16, 2013
    Posts:
    277
    This thread needs help. Maybe the mods will delete all of the 'rubbish' and 'trolling' posts... like they do mine.
     
  23. PvTGreg

    PvTGreg

    Joined:
    Jan 29, 2014
    Posts:
    365
    tbh they need to remove it for now and post it again when they have have fixed everything
     
  24. Sea_Interactive

    Sea_Interactive

    Joined:
    Apr 6, 2015
    Posts:
    7
    Oke we fixed most of the errors now:
    weapons are scaled to the human body mesh we have
    we added arms to the weapons

    we remade all animations
    we removed all images effects(for now)
    we fixed the "holstering" the gun is now way lower and you can see much more