Mulver - 3D platform game (Update 2008-08-11)
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- Gnoblar
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Really cool game
reminds me Mario Galaxy on WII.
You could use simple cartoon textures for your level and why not some animated character ?
If you plan commercial game : textures ,also very simple and cartoon
can boost your game.
Anyway , great game , changes from all War/FPS games (even if i like to play them sometimes).
keep the good work !
reminds me Mario Galaxy on WII.
You could use simple cartoon textures for your level and why not some animated character ?
If you plan commercial game : textures ,also very simple and cartoon
can boost your game.
Anyway , great game , changes from all War/FPS games (even if i like to play them sometimes).
keep the good work !
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- Gnoblar
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a Work in Progress version of Mulver can now be downloaded and installed. I will probably release a full game later with additional levels. It will most likely be a free download.
Any feedback on this version is welcome
Controls:
ESC to go back to menu
Arrow keys to navigate
Space to jump
... and there are other keys as well, mostly for debugging purposes
Last level cant be completed btw I will get back with an update on that which will also mention Ogre and other tools used in a more "prominent" way.
Download link: http://www.spelagon.com/mulver/download.html
Any feedback on this version is welcome
Controls:
ESC to go back to menu
Arrow keys to navigate
Space to jump
... and there are other keys as well, mostly for debugging purposes
Last level cant be completed btw I will get back with an update on that which will also mention Ogre and other tools used in a more "prominent" way.
Download link: http://www.spelagon.com/mulver/download.html
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- Orc
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Thanks for the feedback!
I will look into this.
Well, you can look around if you switch to free flying camera mode using the E key (go back to normal mode with P), but that is not very obvious right nowI think you should add mouse control though, or at least the ability to look around with the mouse to work out where to go next.
I will look into this.
Yup that will be solved once I get an artist involved I hope.Maybe you should add some more scenery, such as trees, grass etc
Yes Im not entirely happy with the movement right now. Unfortunately it is *very* difficult to change that now without risking breaking alot of the level design. This was an important lesson for me, make sure that youre avatar code is 100% complete and thoroughly tested before spending time making levels!I don't know if you could play with adding more 'inertia' to the movement.
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- Old One
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Reminds me of a game involving a rolling ball I saw somewhere... Hmm...Borundin wrote:Yes Im not entirely happy with the movement right now. Unfortunately it is *very* difficult to change that now without risking breaking alot of the level design. This was an important lesson for me, make sure that youre avatar code is 100% complete and thoroughly tested before spending time making levels!
<shameless plug I know>
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A new version of Mulver is now available from here: http://www.spelagon.com/mulver/download.html
Any feedback is welcome
Change log
Version 0.82 (2008-01-12)
Three new levels: Easy, Bridges and Fire
Rewrote life system, you cant lose anymore
Profile system
Added a few extra background tracks
Solved a problem with jumps that would sometimes be too small
Added a Credits screen
Increased the font size to make text more readable
Replaced the text "n/a" with "Score:" in level menu
More prominent particle effect when grabbing a coin or gem
Created a base beneath thorns
Removed shadows from blinking arrows
Added goal flags above exits
Increased timer limit on purple gem hidden bonus level
Mouse lookaround implemented, will revert back when moving
Repositioned particle effects on main menu
Added WASD keys as move controls
Repositioned unlock message on Classic level
and much more...
Any feedback is welcome
Change log
Version 0.82 (2008-01-12)
Three new levels: Easy, Bridges and Fire
Rewrote life system, you cant lose anymore
Profile system
Added a few extra background tracks
Solved a problem with jumps that would sometimes be too small
Added a Credits screen
Increased the font size to make text more readable
Replaced the text "n/a" with "Score:" in level menu
More prominent particle effect when grabbing a coin or gem
Created a base beneath thorns
Removed shadows from blinking arrows
Added goal flags above exits
Increased timer limit on purple gem hidden bonus level
Mouse lookaround implemented, will revert back when moving
Repositioned particle effects on main menu
Added WASD keys as move controls
Repositioned unlock message on Classic level
and much more...
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After some constructive feedback from this thread and the indiegamer.com forums I decided to improve the game feel by adding animations, particle effects etc for the main character.
Here is a new YouTube video showing off an improved Mulver. Includes Indiana Jones "look", animations (idle, walk, jump, land), sound and particle effects. Hopefully these changes will make the game more enjoyable.
Mulver - new animations (video)
Next I will add sound effects for walking/landing as well as effects when bumping into something.
Here is a new YouTube video showing off an improved Mulver. Includes Indiana Jones "look", animations (idle, walk, jump, land), sound and particle effects. Hopefully these changes will make the game more enjoyable.
Mulver - new animations (video)
Next I will add sound effects for walking/landing as well as effects when bumping into something.
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- Gnoblar
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- Halfling
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My 3 cents:
- A little inertia (again :p )
- Don't return the camera to behind when moving, sometimes we just want to look from above for a jump, for example, or maybe make this an option
- Shadows pointing down, at least for the main character
I know the shadow thing would be "ugly" or "wrong", but I just cannot see where the heck a character is going to land in a 3D platformer if the shadow isn't directly below him *and* I can't move the camera up while jumping :p (actually I couldn't finish a level thanks to that, heh) Moreover, several big 3D games (example: I'm currently playing FF XII for PS2) have environment shadows "obliquous", and just a shadow circle below the character. My personal opinion about realistic (as in direction) shadows is they have their place to enhance aestethics, but sometimes "old school" shadows have their uses
Again, that's all just my impressions. Maybe I'm crazy and everyone else thinks different
Other than that, it seems very nice, and the new little animations and sound effects make a big difference!
- A little inertia (again :p )
- Don't return the camera to behind when moving, sometimes we just want to look from above for a jump, for example, or maybe make this an option
- Shadows pointing down, at least for the main character
I know the shadow thing would be "ugly" or "wrong", but I just cannot see where the heck a character is going to land in a 3D platformer if the shadow isn't directly below him *and* I can't move the camera up while jumping :p (actually I couldn't finish a level thanks to that, heh) Moreover, several big 3D games (example: I'm currently playing FF XII for PS2) have environment shadows "obliquous", and just a shadow circle below the character. My personal opinion about realistic (as in direction) shadows is they have their place to enhance aestethics, but sometimes "old school" shadows have their uses
Again, that's all just my impressions. Maybe I'm crazy and everyone else thinks different
Other than that, it seems very nice, and the new little animations and sound effects make a big difference!
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- Gnoblar
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- Kobold
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Hi,
i just played the game for a good bit and really enjoyed it already. The game feels polished with the camera movement and the transparency when it's inside a mesh. Well done
Coincidently, i notice that you have licenced music by Bjorn Lynne. I also bought songs of his for my own (snake) game.
Good luck on finishing this!,
Patrick.
i just played the game for a good bit and really enjoyed it already. The game feels polished with the camera movement and the transparency when it's inside a mesh. Well done
Coincidently, i notice that you have licenced music by Bjorn Lynne. I also bought songs of his for my own (snake) game.
Good luck on finishing this!,
Patrick.
Check out my released 3D snake game using Ogre!
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- OGRE Retired Team Member
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I agree with this point. If you are planning on releasing something as Freeware, and not selling it commercially... might as well make an open source project out of it so it does not become closed source abandon ware! Afterall, it looks spectacularfreegamerblog wrote:I hope you consider releasing this game under an open source license so that it can be ported to Linux. It's a very promising looking game and it would be a shame to see it bitrot as just freeware when I bet lots of people would love to help improve it.
Have a question about Input? Video? WGE? Come on over... http://www.wreckedgames.com/forum/
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@scriptkid: Glad you liked it Next version will contain new animations, monsters, levels etc!
@pjcast: Yes, I still havent decided on Freeware vs commercial. It would be intresting to learn the business side of game development so I might use this as a first project. On the other hand, should I ever lose interest, Mulver will be released as open source
@pjcast: Yes, I still havent decided on Freeware vs commercial. It would be intresting to learn the business side of game development so I might use this as a first project. On the other hand, should I ever lose interest, Mulver will be released as open source
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Yup, after hours upon hours of design, programming, scripting, testing, BLOCKED, wrestling with Blender and GIMP and after reading hundreds of forum posts searching for answers, tips and tricks etc etc I finally released Mulver today.
I decided to try the commercial route in the end. I might release it for free later but its kind of fun learning the PR, marketing, stuff right now. Yes I am a little crazy Anyway, big thanks to the Ogre Team for this great engine, I couldnt have done this without Ogre I used a lot of other OS tools and libraries but Ogre is still "home" in a way.
There is a Trailer up on YouTube showing off a couple of new levels etc that went into the final version.
Here it is http://www.youtube.com/v/kkBkSVzRwEU
There are just so many changes since the last version so wont list them here. Many of those were made after feedback from this forum and others which Im grateful for.
If you want to try the demo (unlimited playtime, 4 levels included) you can get it from the Mulver Homepage here: http://www.spelagon.com
I decided to try the commercial route in the end. I might release it for free later but its kind of fun learning the PR, marketing, stuff right now. Yes I am a little crazy Anyway, big thanks to the Ogre Team for this great engine, I couldnt have done this without Ogre I used a lot of other OS tools and libraries but Ogre is still "home" in a way.
There is a Trailer up on YouTube showing off a couple of new levels etc that went into the final version.
Here it is http://www.youtube.com/v/kkBkSVzRwEU
There are just so many changes since the last version so wont list them here. Many of those were made after feedback from this forum and others which Im grateful for.
If you want to try the demo (unlimited playtime, 4 levels included) you can get it from the Mulver Homepage here: http://www.spelagon.com
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- Gnoll
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Looks very good, congratulations on finishing it
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Hi,
congratulations on finishing it. I'll try the new demo asap, as i enjoyed the earlier one
You might read up on the forums at indiegamer.com for more information. There's some interesting threads on such matters. Good luck!
congratulations on finishing it. I'll try the new demo asap, as i enjoyed the earlier one
IMO starting from your own site is the best option, since portal owners won't probably even reply to your emails (Speaking a bit from experience here). However if you sell some copies, you can at least show them some potential 'proof' for success.I havent contacted any portals yet. Im not sure that Mulver is "casual" enough (3D, no mouse control etc) to be intresting for them but we will see
You might read up on the forums at indiegamer.com for more information. There's some interesting threads on such matters. Good luck!
Check out my released 3D snake game using Ogre!