DOGOS: Boss weapon pattern test

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keywiz
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DOGOS: Boss weapon pattern test

Post by keywiz »

Hi,

I'm Pablo Testa of OPQAM, developer of DOGOS, a new open world shump for pc,x1 and ps4.
We are based in Buenos Aires, Argentina, is our second shump.
Check our boss weapon pattern test, any comment are welcome,
all the help to make the game better is really appreciated.

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www.opqam.com
Ixmucane2
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Re: DOGOS: Boss weapon pattern test

Post by Ixmucane2 »

Graphics aren't bad, but being able to dodge would be a nice improvement. Why does the camera shift around so brutally?
Last edited by Ixmucane2 on Tue Mar 08, 2016 10:08 am, edited 1 time in total.
keywiz
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Re: DOGOS: Boss weapon pattern test

Post by keywiz »

Hi,

The camera shits, because is an open world, you can go "anywhere". I will post more videos to show how the game works.
About dogde, what do you mean, a button, to do like a turbo to avoid bullets?

Thanks
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Squire Grooktook
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Re: DOGOS: Boss weapon pattern test

Post by Squire Grooktook »

Given the top down view, you could easily do a classic 2d legend of zelda style perspective. That would give you the free-roaming adventure game aspect, but wouldn't make combat so...uncomfortable looking.
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ryu
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Re: DOGOS: Boss weapon pattern test

Post by ryu »

I think the problem is the camera centering on the enemy and wobbling back and forth. I'd try making the camera only adjust to manual input.

edit: whoops, this has been said already. Sorry,I only paid attention to squires post...
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Ixmucane2
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Re: DOGOS: Boss weapon pattern test

Post by Ixmucane2 »

keywiz wrote:Hi,

The camera shits, because is an open world, you can go "anywhere". I will post more videos to show how the game works.
About dogde, what do you mean, a button, to do like a turbo to avoid bullets?

Thanks
I mean that the jerky camera shifts make dodging very difficult.
You are unable to dodge decently in the video, and it is your game; think of unfamiliar players!
Even in an "open world", I feel entitled to enemy bullets that don't zip around the screen almost randomly only because I dared to move: the camera should be fixed or scrolling gently and predictably.
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Giest118
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Re: DOGOS: Boss weapon pattern test

Post by Giest118 »

It looks like the camera turns based on where you, the player, are aiming.

If I had to criticize the camera, it would be that there's very little room to see anything behind you, which means you will necessarily get sniped from behind with no reasonable chance to react.

Aside from that, I think it's entirely possible to get used to a camera that moves with the player. But it is definitely unlike the way shmups usually play, so you would be asking players to undergo a learning curve there.
keywiz
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Re: DOGOS: Boss weapon pattern test

Post by keywiz »

Hi,

The camera goes where you look at. I don't put too much smooth in the camera because I like always fire at the center of the screens of easy aiming.
The game also have another camera with the ship in the center of the screens, also we have a top down racing camera too.
The camera look a little crazy in the videos but at least for me is fine when the game is played, the game is designed to be used with a gamepad,
mouse is supported too, but is not the best option.
I'm finishing some technical issues with screen settings and I will upload a test build for the camera if someone like to try it and give me some feedback.
I also have some steams keys for our last game (Project Root) that is similar to Dogos, if someone like to try it too and give me some feedback.
I put all my effort in the game, but with the time and too many time over a project I can lost my perspective.

Thanks
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