Worldgate 4: Absolution

Worldgate 4: Absolution

By Wyloch's Armory - Added On 11/19/2013





4.2
Current Rating
5 ratings
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The grand finale to the acclaimed Worldgate series.  This will be my first release in Unity.  The first three installments were all done in Flash:
http://jayisgames.com/tag/worldgate

Currently seeking player feedback on controls and general game performance.

Objective:

Demonstrate that the tried-and-true "point and click" puzzle exploration genre (ala Myst, Journeyman Project, Submachine) can be successfully conveyed using the Unity3D engine.  This means:


* A highly detailed, exquisitely textured gameworld.
* A player inventory.
* Ability to "zoom-in" and inspect items in the inventory.
* Use of the inventory items to solve puzzles in the environment.
* Compelling plot.

Controls:

* Mouse to look
* WASD to move
* E to toggle between "move" mode and "use" mode
* TAB for the in-game menu, including settings/options

Current Status:
10%
GUI functionality is almost complete, and then it will be fully re-skinned with proper texturing.  After that, the infrastructure will be mostly in place and it will be full speed ahead doing 3D asset creation to build out the various worlds.

Key Technical Objectives:

* The player must feel immersion.  The controls must be top notch.  Do not use the first person standard asset with Unity.  It is functional but very unrefined and is absolutely not suited for a AAA-like experience.
* Likewise, full-screen is absolutely required for an immersive experience.  However, there will be players who prefer not to play in full screen, and so the GUI must be fully functional in either situation.
* Use Forward Rendering instead of Deferred Rendering.  This change was a very difficult choice and is not ideal, but it will help to ensure that the PCs playing this game will actually be able to handle it above 30fps.
* For workflow convenience, lightmapping will be done in Unity rather than 3ds Max.

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16 Comments

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kelpso
kelpso 3 months ago
This looks really impressive and I can't wait for it to be finished. I made an account here just to follow the progress. My suggestion is to maybe start the mouse smoothing at half of what it is now because where it's at feels like it's slightly lagging, which isn't really a good first impression in a game.
Also a lot of the things you've described as "blue" in the game are hardly blue at all, save for maybe a few patches here and there. Not sure whether that's intentional. If you want screenshots of it, feel free to ask.
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totlmstr
totlmstr 4 months ago
Made an account so I could respond to this. Maybe not well-optimized yet, but it is so far an interesting take on the series. I can understand how the 3D aspect works for ADVs...

Hmm, buggy loading for Unity is weird. Might want to check that.

On those objectives:
- Immersion is spot-on, even in this early state (in that sense, it is exotic and vibrant). Maybe show the menu by default instead of asking for tab on the main screen. I got thrown off when the screen wasn't showing anything after a few clicks; maybe make the controls clickable on main menu?
- Agreed. Dark room with headphones also needed. GUI could be optimized further, like a smaller pointer since I personally find it a bit big for me. Also, maybe add an options menu to main menu since I and maybe a few others like to control preferences before going into the game, unlike many point-and-clicks where most is done for you.
- Er, I'm overkill since my laptop is an Alienware laptop and I usually play games like Skyrim and Deus Ex. However, frame rate drops were present, and it is a tech demo, so it is not well optimized. If there was a smaller field, I wouldn't mind, but you may want to look into this further. This may be due to the draw distances and the many effects present on screen at once, which, while pretty, may hamper the gameplay. Also, I noticed there was a lot of unused water, which really uses a lot of processing. Hmmm, prefer hills over water?
- Hmm, lighting does work nicely on here. See above.

These are all my comments for this version. I will be watching this for updates!
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Wyloch's Armory Game's Developer
Wyloch's Armory 4 months ago
Thank you for the play, and all the effort for that write-up. Much of it has been added to my to-do list.

What were the symptoms of "buggy loading?"
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swedefaery
swedefaery 4 months ago
How do you get the game to start? I did download Unity and installed it, and see the starting screen after it loads on this website. The arrow is huge and it's white- the top of which is cut off and there is a bitmappy/glitchy thing above it. I click all over and tried 'tab' which brings up a menu including 'resume game' but as I haven't started or saved anything yet, it won't let me in. I'm using Firefox which was recommended for the other Worldgate games. I'll try it in Chrome or IE and see if there's a difference....
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swedefaery
swedefaery 4 months ago
Ok, I figured out that this game isn't really ready to play yet (? yes?) so tab does work (and I tried in Chrome, not better) and I clicked on tech demo. After that I can navigate O.K. in the game, but the arrow and inventory menu are glitchy; once I click on the investigate item it looks fine and I can rotate it etc. It's glitchy when I click on the item. Sometimes I get a hand to click on it, sometimes not, and then I get the hand only while the inventory is still open to click on items in the game with the hand (presumably to interact with an object in the game). The hand is also glitchy and when the arrow changes to a gear like thing it's glitchy- I always only see a bit of the bottom of it. I took a screen pic of the glitchiness, I'm not sure if I can upload it for you to see. I'm not sure how developed this game is, so I'm not sure if things not working are on my end or the fact that the game isn't ready yet. Saying more may be spoilers, to say what I tried to do. I tend to try everything in a game, so swimming works fine, though if you swim out too far you drop into space, and then drop and drop while the mushroom world gets farther and farther away. :) Just to note that. Nice setup of items and the look of the game is nice. Nice colors and glow to items. Like someone else said things are way big for my taste- I like how the inventory looked in the previous games better. I do like the 3-d ability to look all around. I had to do what Obsidianskin did and change the Y factor to feel more normal- perhaps it should be default the other way than what it is now.
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swedefaery
swedefaery 4 months ago
Nevermind about the screen pic, it only picks up the background, no cursor(arrow) or inventory menu in the pic, so no glitchiness to be seen in the screen pic. Which makes me wonder if the glitchy things could be fixed in a control menu on my end. I'm using Windows Vista. (I also changed the graphics to simple in game, didn't do a thing.)
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swedefaery
swedefaery 4 months ago
Sorry it was Manuelbenzinho that also talked about the Y factor. To clarify.
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Wyloch's Armory Game's Developer
Wyloch's Armory 4 months ago
Much appreciation for your efforts.

You are correct that the hand icon appears while in USE mode (as opposed to MOVE mode...it would be extremely distracting to have that hand in the middle of your screen constantly).

I wish I could see the glitched cursor icons you're referring to. I cannot reproduce it and have had no other reports of it so far.

And did I understand correctly that pressing TAB did not pull up the menu while in Chrome, but it did correctly in other browser(s)?
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swedefaery
swedefaery 4 months ago
Ok, I made a video of what it looks like plus me talking. It's at http://youtu.be/Cyr3QRuAfLk (unlisted) and it has some spoilers since I talk about what I want to do and I reference past Worldgate games in relation to this game. I think I was not clear *at all* in what I wrote! - it *does* happen in both Chrome and Firefox. :) Hope the video helps. I didn't mention in my video that I have an Acer, a few yrs old, and may be running on low memory- it is getting filled up and has been acting slower lately. Shrug! There ya have it. :) ... I'm realizing I may be using the word 'glitchy' to mean how it looks and I'm sure it usually means how it works. It appears to *work* fine, just looks cut off; you'll see what I mean in the video.
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Wyloch's Armory Game's Developer
Wyloch's Armory 4 months ago
Wow, you've made a lot of effort helping me out. Thanks so much.

Yes indeed, there is something very wrong with all of the textures being displayed in the GUI layer. No clue what it could be, but now I understand what symptoms to research.

As for item functionality, there is a lot not yet in place, so rest assured your reactions to the experience were all logical.

It is good to see the actual 3D content is not corrupted, and you seem to have a decent framerate despite Vista and a non-cutting edge machine. Further optimizations are coming (better shader selection, enable occlusion culling, etc.)

Thanks again!
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ObsidianSkin
ObsidianSkin 4 months ago
Cool game. Looks pretty smooth. I liked it. 4/5
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Wyloch's Armory Game's Developer
Wyloch's Armory 4 months ago
Thanks!
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fellipegoche
fellipegoche 4 months ago
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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manuelbenzinho
manuelbenzinho 4 months ago
It's kind confuse because when i go up with my mouth the screen goes down :x i think its a better idea to change that ... just my opinion , but great graphics ! :D
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Wyloch's Armory Game's Developer
Wyloch's Armory 4 months ago
Go to the in-game menu and change your y-axis preference. As is stated in the game's description, you can press Tab to call up the in-game menu. (escape will also work)
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manuelbenzinho
manuelbenzinho 4 months ago
will try :D
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Game Info

Developer: Wyloch's Armory
Genre: Puzzle
Status: In Development
Engine/Language: Unity
Visit Game's Web Site
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