Bow Assassin (pre-release feedback please!)

CrazybreadmanCrazybreadman Member Posts: 674
edited May 2012 in Announce Your Game!
Hey I've been away from the game making business for a while due to school, but after recently graduating I'm going full steam. I wanted to start out w/ a quick but high quality project. The video is gameplay of some early levels for Bow Assassin. I would love to hear back about what you guys like or think could be improved. I want to make it a really slick game, so constructive feedback is appreciated. Thanks!

*Also big props to TSB for the Tiny Balls template which I used for menus, scores, and stuff. Very helpful!

-Steve
www.crazybreadman.com

Best Answers

  • AppTekAppTek Posts: 152
    Accepted Answer
    Like the art and the animations, cool game.
  • ZoytZoyt Posts: 374
    Accepted Answer
    Pretty sick. I like the things you added to the template. But to be safe, I would add a few more things and change some of the things the way tshirtbooth did it. For instance: the blinking level marker, the HUD that shows after a shot, the display after winning, etc. Oh: And I think the guys should move and move faster when they are aware of being attacked. And add particle for the arrow. But I really love it and plan to buy it :-)
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Answers

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273
    Awesome! I'll be buying this game!
  • CluvCluv Member Posts: 229
    Very nice. I like it from what I can see of it. The animations are well done and the game play seems solid. I would love to give you more honest feedback, but I would only feel comfortable doing so if I could play it somehow... It is hard to say how the game functions and plays from the video. Regardless, I don't grin at every game I see and when I saw the first death animation a smile was instantly put on my face!

    Cheers,
    C
  • CrazybreadmanCrazybreadman Member Posts: 674
    edited May 2012
    @AppTek & @Braydon_SFX- Glad to hear I'm not the only one who thinks my game is cool, haha.

    @Zoyt- Thanks for the comments! I could change more I suppose. All the art has been redone, even the custom fonts, but some of the things you mentioned are still very similar looking in structure. Also I was thinking about having some enemies walk, but it won't work w/ the death animations because they have to be in a certain place to work (like smacking against the wall). I'll think on it though because I like the idea. And there's some particles trailing the arrow but do you mean ones that stay on screen until the next shot like for trajectory? BTW great feedback!

  • ZoytZoyt Member Posts: 374
    Oh... Im blind. I didn't see the particles. I suggest you make them just a little more fancy by sending a lot of really smal ones off that are set in random angles and speeds behind it. Looking good!
  • CrazybreadmanCrazybreadman Member Posts: 674
    @Cluv - thanks I put a lot of care into the death animations. I'm going to create more of them depending on what body part you hit.

    @Zoyt - it's hard to see the particles in the vid. But I'll rework them as you suggested. They could be better!
  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273
    I'd be glad to help beta test it when needed, just send me a pm!
  • CrazybreadmanCrazybreadman Member Posts: 674
    @Braydon_SFX - PM sent.

    If anyone else wants to beta test let me know.
  • creativeappscreativeapps Member Posts: 1,770
    Looks really good. What trick did you used for enemy dying? Is that 2-3 different dying animations? Because it looks like joint which is currently not available.
  • jckmcgrawjckmcgraw Member Posts: 647
    @Crazybreadman

    The app looks pretty cool.

    I'll beta test. My TestFlight email is jckmcgraw@me.com

    Regards,
    Jack McGraw

  • BreckenBrecken Member Posts: 143
    Looks fantastic! would love to buy it in the future:)
  • simo103simo103 Member, PRO Posts: 1,331
    Agreed looks very well done!
  • LumpAppsLumpApps Member Posts: 2,881
    HEADSHOT!! ;)

    Looks good. I love the way the arrow flies and gets stuck into walls.
    Music fits the game. The sound effects are nice. Specially the moving walls/doors.
    I'm not a fan of doodle art but your animations are awesome.

    points of critique:
    I don't like the blur in the background. The glow around the buildings don't seem right.
    It would be nice if the bow and arm would show the strength of shooting instead of the circle.

    I would play this. A nice twist on the Tiny Balls template. (I played TB a lot).
  • BarrytheBraveBarrytheBrave Member Posts: 134
    I'm impressed with the level of polish already, it looks very tactile.
  • IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
    Looks nice! Keep up the good work!
  • macewanmacewan Member Posts: 214
    Looks like fun. When will it be available?
  • CrazybreadmanCrazybreadman Member Posts: 674
    edited May 2012
    @creativeapps - Yes, you're correct. I hope we do get ragdoll physics soon though. [-O< I'm inputting different animations depending on what body part you hit and which way they face. The enemy actor box is larger than the size of the enemy and I animate his death inside of the box. So he actually doesn't collide w/ the arrow. The arrow is set to trigger his death at certain x and y values.

    @jckmcgraw - ok you're added to the list!

    @LudwigHeijden - Thanks, I'll take another look at the bg and rework it. I think the blur sets the background and foreground apart but maybe there's another way? I just don't want them blending and making hard to see the level elements. The bow animates as you pull back (the more power the further he pulls back). There's only like 4 steps in that animation so far though. How would you suggest doing that so it's clear how it measures w/ the previous shot? I think it may be difficult to see a previous indicator since the bow is small. Right now there's a red circle indicator and a red arrow that show the previous power and angle but it's hard to see in the vid.

    Thanks everyone else that gave complements. They are very appreciated!
  • CrazybreadmanCrazybreadman Member Posts: 674
    edited May 2012
    @macewan - I'll be working on it all week, so I hope to have it done by this weekend. I usually don't hit my own deadlines though lol. I expect it should be approved and live on the Appstore by the end of the month.
  • alimpo83alimpo83 Member Posts: 188
    For me the best is the enemy dying animation! Very well done!
  • LumpAppsLumpApps Member Posts: 2,881
    About The blur. It is good to have a blur to create some dept but the kind of blur is not so nice. Maybe it is just the video.
    What I dislike about it is the glow around the buildings. It looks kinda dirty.
    In which program have you created the illustration and added the blur?

    About the bow. I didn't think about previous shots. Hm. I see your point.
  • CrazybreadmanCrazybreadman Member Posts: 674
    @LudwigHeijden - Yeah I'll see if I can figure out a better process for the BGs. I used Adobe Illustrator for the vector objects and then Photoshop for some gaussian blur. Maybe just a bit less blur would do. I might get rid of the glow anyways because it shows some banding on the device caused by the gradient. I should probably just put in some fog or something to add value and have a solid grey sky. Thanks again!
  • UtopianGamesUtopianGames Member Posts: 5,692
    Love the death animations.

    Best of luck.

    Darren.
  • LumpAppsLumpApps Member Posts: 2,881
    Try to have the buildings and the sky in separate layers. Then only blur the buildings. That should give a better result. Lens blur is also more natural then Gaussian blur.
    The sky should fill the whole "background" of the document else you will get edges again but then on the inside of the buildings.

    Your Welcome. Glad to be able to help ;)
  • GLGAMESGLGAMES SingaporeMember Posts: 988
    Cool!!!! angle shots and all :P how do u make the scrolling image on the menu buttons?
  • CrazybreadmanCrazybreadman Member Posts: 674
    @UtopianGames - Thanks Darren, and I love your GS tools. I bought the scene merger recently and don't know how I lived without it before! It saves so much time when making changes to a bunch of levels.

    @LudwigHeijden - Cool, I reworked the bg how you described and it doesn't look bad. I'll probably do it your way.

    @GLGames - The menu buttons are set up so that they are at 0 opacity or "holes" that are cut out of the black bg. Then behind that is a bg of the city which pans over. So you're just seeing through the button holes to the city image.



  • creativeappscreativeapps Member Posts: 1,770
    very cleaver idea of enemy animations. Focus on icon just like you did in game because its showing your sales counts.
  • GLGAMESGLGAMES SingaporeMember Posts: 988
    Wow so the menu is a black overlay with buttons cut out?
    Pretty neat.
  • YoRoosterYoRooster Member Posts: 159
    Hey @Crazybreadman

    Great animations.... I'm trying to think how you can incorporate the arrow into the death rather than just have it stop in mid air and fade out. I understand your options are limited until GS adds some ragdoll physics but I just find it takes away that POW!!! in that killer blow.

    Hey if you're going to do more animations depending on which part of the body you hit, it couldn't hurt trying out how it looks when you make the arrow disappear instantly and add it to your animation instead. Don't worry if the angle the arrow hits is a little off compared to the animation cause the reaction from the guy is so quick. You might be surprised!

    Just my humble opinion.
  • TechNoirTechNoir Member, PRO Posts: 117
    Looks fun..

    I would take another look at the background graphics,, Im not sure about the blur.. I would suggest adding to the death animation,, how about blood red splat animation? This would hide the arrow fading away too.. it would make the kills more satisfying.. and red would be highlighted really nicely because of your color scheme..

    Also, are you going to add more weapons? boomerang, knife,, machine gun,, grenade that could be cool.. good work! :)
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