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Re: Mortila.wad
Posted: Thu Nov 13, 2014 10:01 pm
by PSTrooper
I noticed a stray white pixel in the lower right corner of one the portal animation sprites in the portal chamber.
Re: Mortila.wad
Posted: Thu Nov 13, 2014 11:00 pm
by BigProjectAlone
PSTrooper wrote:I noticed a stray white pixel in the lower right corner of one the portal animation sprites in the portal chamber.
thank you i know, i will fix every single remaining problem at the the end

for now i put all my time in finishing the quest and maps
also if you use the fighter, you can notice that the hammer and axe cannot be buyed, i'm sorry i just notice that right now.
Re: Mortila.wad
Posted: Fri Nov 14, 2014 10:27 am
by BigProjectAlone
map completion list updated :
MAP01 ---- 99%
MAP02 ---- 99%
MAP03 ---- 99%
MAP04 ---- 99% - but have to be redone.
MAP05 ---- 99%
MAP06 ---- 99%
MAP07 ---- 99%
MAP08 ---- 99%
MAP09 ---- 100%
MAP10 ---- 99%
MAP11 ---- 80%
MAP12 ---- 80% but have to be redone.
MAP13 ---- 99%
MAP14 ---- 80%
MAP15 ---- 99%
MAP16 ---- 99%
MAP17 ---- 75%
MAP18 ---- 50%
MAP19 ---- 75%
MAP20 ---- 99%
MAP21 ---- 99%
MAP22 ---- 80%
MAP23 ---- 80%
MAP24 ---- 50%
MAP25 ---- 20%
MAP26 ---- 99%
MAP27 ---- 50%
MAP28 ---- 32%
MAP31 ---- 10%
MAP32 ---- 14%
MAP33 ---- 30%
MAP34 ---- 50%
MAP35 ---- 80%
MAP36 ---- 85%
MAP37 ---- 20%
MAP38 ---- 1%
MAP39 ---- 100%
MAP40 ---- 80%
MAP41 ---- 85%
MAP42 ---- 99%
MAP43 ---- 90%
MAP44 ---- 90%
MAP45 ---- 80%
MAP46 ---- 99%
MAP49 ---- 99%
DREAM01 ---- 100%
NEXUS ---- 100%
TITLEMAP --- 100%
also worked on some bugs and problems that is now fixed, new bosses and *hits

Re: Mortila.wad
Posted: Fri Nov 14, 2014 3:21 pm
by XCVG
I haven't had time to play it for more than ten minutes, but my initial impressions:
-Multiple WAD files. This is 2014. There's no reason to develop with this kind of structure, let alone distribute it.
-No documentation. There's a credits file, but no readme file. I didn't even know what IWAD to run it with and ended up just guessing until I figured out Hexen worked.
-Stock Hexen menu does not leave a good initial impression, but it doesn't really matter that much.
-The intro is nice overall, but it does glitch a bit at the beginning and the camera motion is jerky. Still, I liked it.
-Some of the sprites are really squished. I'm not sure if this is the mod or if it's a problem on my end.
-There's no real indication of where to go. You're just kind of thrown in with no real introduction.
-The first quest I could find was a fetch quest. This is not a good first impression to make.
-Text isn't scaled at high resolution so it's really hard to read.
-Houses use the same technique I used in Ascension Revolution.
-Good use of GL lights.
More when I have time.
Re: Mortila.wad
Posted: Fri Nov 14, 2014 4:38 pm
by BigProjectAlone
-Multiple WAD files. This is 2014. There's no reason to develop with this kind of structure, let alone distribute it.
first thank you for playing and your coms!
to answer to this, i dont really know how to make it better.
-No documentation. There's a credits file, but no readme file. I didn't even know what IWAD to run it with and ended up just guessing until I figured out Hexen worked.
sorry for that, next time i will put one with all required informations.
-Stock Hexen menu does not leave a good initial impression, but it doesn't really matter that much.
i guess you didn't have noticed the new colors, then again it is a DEMO so it's unfinished. the menu will be change later.
-The intro is nice overall, but it does glitch a bit at the beginning and the camera motion is jerky. Still, I liked it.
thank you, i will work on it later to remove the glitch and make the motion better. if you have suggestion let me know !.
-Some of the sprites are really squished. I'm not sure if this is the mod or if it's a problem on my end.
hmm, i didn't have noticed that ... i don't think its the mod.
-There's no real indication of where to go. You're just kind of thrown in with no real introduction.
will be done later, for now i try to finish the most inportant thing, because i've done a lots of map but there is no conection between them so for now i try to conect them all like to make the whole game beatable.
after that i will re-add things here and there, you understand ?.
-The first quest I could find was a fetch quest. This is not a good first impression to make.
i will add other quest later, and then it will not be the first you will find.
-Text isn't scaled at high resolution so it's really hard to read.
i think this can be fix in the game option or i'm wrong ?
-Houses use the same technique I used in Ascension Revolution.
?
-Good use of GL lights.
thank you

!
Re: Mortila.wad
Posted: Fri Nov 14, 2014 7:43 pm
by XCVG
WADs: Basically everyone is using pk3 instead of WAD now for several reasons. You can read more here:
http://zdoom.org/wiki/Using_ZIPs_as_WAD_replacement
Menu: I haven't played Hexen much so no, I didn't notice any difference in colors. Like I said, though, this is fairly minor, though I'd at least replace the Hexen header graphic.
Sprites: I looked again and tried an older stable version of GZDoom, but the squishing is still there. This seems to only apply to the peasant, though I noticed one of the other sprites had some bad paletting while I was investigating.
Text Scale: Yep, it can be fixed with a menu setting, but most mods don't require you to do this, which is why it was a surprise for me.
Houses: Houses are separate areas that you teleport to. I've done this a lot.
As for quests, lack of introduction, etc, it's a problem because you've stated this is a demo. A demo is usually a short but relatively polished part of the game. This is much more of a beta, with all the pieces in place but a lot of the glue missing. This is an important distinction because people will draw different conclusions based on what they're expecting to see.
Re: Mortila.wad
Posted: Fri Nov 14, 2014 7:53 pm
by BigProjectAlone
XCVG wrote:WADs: Basically everyone is using pk3 instead of WAD now for several reasons. You can read more here:
http://zdoom.org/wiki/Using_ZIPs_as_WAD_replacement
Menu: I haven't played Hexen much so no, I didn't notice any difference in colors. Like I said, though, this is fairly minor, though I'd at least replace the Hexen header graphic.
Sprites: I looked again and tried an older stable version of GZDoom, but the squishing is still there. This seems to only apply to the peasant, though I noticed one of the other sprites had some bad paletting while I was investigating.
Text Scale: Yep, it can be fixed with a menu setting, but most mods don't require you to do this, which is why it was a surprise for me.
Houses: Houses are separate areas that you teleport to. I've done this a lot.
As for quests, lack of introduction, etc, it's a problem because you've stated this is a demo. A demo is usually a short but relatively polished part of the game. This is much more of a beta, with all the pieces in place but a lot of the glue missing. This is an important distinction because people will draw different conclusions based on what they're expecting to see.
thank you very much for this answer, i will read this page about pk3.
also i will rename this demo as Beta.
when you play again, leave coments again if you see somethings

thank you again.
Re: Mortila.wad
Posted: Sun Nov 16, 2014 2:07 am
by XCVG
I've played some more, and so far I'm more impressed with the scope of this project than what's actually in it. So far, I have yet to experience any meaningful gameplay.
I wandered around a lot. The scenery is pretty, but the area feels artificially closed off because it is surrounded by high vertical cliffs. The architecture is good, but it has a kind of misplaced feeling to it. I'm not sure why, because the placement seems okay, but I do have that feeling. Well, it looks pretty nice overall, and apart from the closed-ness of the map it's pretty impressive for Doom.
I've acquired three quests, all tedious RPG sidequests. One is a hunt for the potions in town. They're spread across a huge map, some require platforming to get, and some I'm not sure what the point of that quest is, and unless it's important to the plot I'd get rid of it entirely because it sucks. The other is to find who stole Lorica's sword and shield, except I have no idea how to do that. I can't talk to anyone, and I don't know anyone specific to look for. I'm not expecting a tutorial, but an idea of where to start would be nice. The last is to find Alyza, who is a sorceress who wears dark clothes. That's not terribly helpful when the map is so big.
Frankly, I don't see the point in these quests. They don't seem to be plot-related, they don't seem to demonstrate any specific functionality, and they're not really fun. The quests in a demo should be at least one of those things, and even in a beta I would expect them to demonstrate something at least.
I haven't had any combat and I have no idea where to find it.
The world looks promising, but most of the environment is static. There are tons of NPCs, but you can't talk to them or interact with them in any way. I'm not expecting Skyrim levels of interaction here, but it would be nice to at least have some interaction with some of the more prominent people. I know it's a beta, but as a player I want to see something. I would suggest having a few fully functional NPCs clearly marked, and non-functional ones having at least a cursory message even if it is "NOT IMPLEMENTED". Or perhaps placeholders, like "in the final game you would be able to trade with me".
Mortila is pronounced inconsistently. The narrator pronounces it mortila, but Lorica pronounces it Morteea. Minor, but I'm curious as to whether this is an error or if it's deliberate.
I saw the shop system, and personally I dislike it, but it can work and I understand why you would do it that way.
There's no story at all. I'm given a welcome message and thrown into the world. I don't know who I am or why I'm here or what I'm supposed to do. Okay, it is a beta, but can I have a paragraph in the readme to give some context, at least?
The music was good at first, but quickly got annoying. I would suggest going to a quieter ambient track. The music in the Mortila North (South?) Tavern is horrible and way too loud.
I can barely hear the dialogue over the music. What volume settings did you mix at?
As for the observed glitches, I took some screenshots this time. I'll post them tomorrow.
I don't mean to be harsh. I see a project with a lot of potential here, but it's just not put together in a satisfying way at this point.
Re: Mortila.wad
Posted: Sun Nov 16, 2014 3:11 am
by BigProjectAlone
i dont know how to take that, its a bit discourage.
but thank you for your honnest coments. i will make it better. thanks for the screenshots i'm impatient to see them.
Re: Mortila.wad
Posted: Sun Nov 16, 2014 7:52 am
by BigProjectAlone
Take a look at the first post for the Beta 1.0 trailer!
Re: Mortila.wad
Posted: Sun Nov 16, 2014 10:53 am
by BarneyTheDinosaur
Loved the trailer song! And the maps are really beautiful too!
Re: Mortila.wad
Posted: Sun Nov 16, 2014 1:29 pm
by BigProjectAlone
BarneyTheDinosaur wrote:Loved the trailer song! And the maps are really beautiful too!
thank you very much !

Re: Mortila.wad
Posted: Sun Nov 16, 2014 2:14 pm
by XCVG
The trailer definitely shows the game off better than the beta did. We get a good glimpse of environments, which are quite varied, and a little bit of gameplay. It doesn't show a lot of story but that's not unreasonable for a short trailer.
However, the presentation of the trailer could be better. Some of the titles are quite badly phrased, and the gameplay lags in places.
Re: Mortila.wad
Posted: Sun Nov 16, 2014 2:21 pm
by BigProjectAlone
i'm not english so it's a bit hard for me to perfectly phrased every titles. and the lags are "slow down parts" that is are intentional, this is not a lag.
Re: Mortila.wad
Posted: Sun Nov 16, 2014 2:34 pm
by XCVG
BigProjectAlone wrote:i'm not english so it's a bit hard for me to perfectly phrased every titles. and the lags are "slow down parts" that is are intentional, this is not a lag.
If English is not your first language, try to find someone who is a native speaker and get them to proofread it. There are plenty of people (including myself) who would be willing to do it, and that little thing can improve presentation immensely.
It looks like lag, not slow-motion. Are you doing it in game or after the fact? If it's the latter, it could be because of your editing workflow.