Forum Groups
  All forums
    Help & Feedback
      Work in progress
      Finished Art
      Non-Max related

Featured Threads
  inspiration alert!!!
(37 replies)
  Indespensible MaxScripts, Plugins and 3rd Party Tools
(37 replies)
  The allmighty FREE Resources Thread !
(17 replies)
  spam alert!!!
(4886 replies)
  Maxforums member photo gallery index
(114 replies)
  Maxforums Member Tutorials
(89 replies)
  three cheers to maxforums...
(240 replies)
  101 Things you didnt know in Max...
(198 replies)
  A Face tutorial from MDB101 :D
(95 replies) Members Gallery
(516 replies)
(637 replies)
  Dub's Maxscript Tutorial Index
(119 replies)

Maxunderground news unavailable

It's been a while! (Sorry for spam)
show user profile  Dave
Heya folks, I know I haven't been around much lately, and I hang my head in shame. Life's been moving pretty fast these days.

One of the game's I've been working on recently has gone live on kickstarter, and needless to say it's doing pretty poorly, we expect the funding to ramp down heavily as we really don't know how to market anything. We're struggling to even get some decent feedback. So I thought I'd come throw it in the faces of you lot and hear your thoughts. We've come to realise that our pledges are a bit odd, we were rushing pretty fast to finish it and we think we're paying the price for that now.

You may have noticed that it isn't a 3d game, my role on this project has been purely VFX, still lots to do in this regard though. I've not just come here begging for money, we're really not getting as much feedback as we were hoping for, so if you have any comments or suggestions or questions, I would love to hear them.


"I flew over Egypt once"

read 322 times
9/1/2017 2:18:31 PM (last edit: 9/1/2017 2:18:53 PM)
show user profile  herfst1
The art style's good, and I like the gameplay.

But you want crits. Here goes.

1. I think if the attacks, pows, bams and all that fx stuff was more elaborate it would be cooler. Right now it's fairly un-batshit-crazy. Could push this way further.

2. The main character is bland. There's nothing that stands out to me. Gotta be way more iconic than that to make it memorable. Take a leaf out of Teenage Mutant Ninja Turtles for inspiration of taking too much acid while coming up with a character.
read 305 times
9/1/2017 6:39:06 PM (last edit: 9/1/2017 6:39:44 PM)
show user profile  ScotlandDave
Hi mate i decided to spend 30 mins or so going through this as your request seemed pretty genuine and this is Maxforums ( what we're here for ). Here's the notes/observations/thoughts i've come up with ( a lot are geared more towards the video itself rather than specifically gameplay but i feel that it's possibly more important at this stage ):

really like the concept art and style.
starts off too slow, i'd either cut the design document idea completely or massively shorten it.

start with gameplay, then intersperse with concept art - make sure when a concept piece appears ( for example a specific character ) it ties in with the gameplay footage being shown immediately after.

i felt the players are a bit too small on screen but that just imo and as this is obviously a deliberate stylistic choice i'm not going to argue with it :)

shot at 0:14 is really nice but would be better if had idle animations ( understood if it's actually a concept not ingame )

def throw in some isolated character idle animations / move animations

the shots are edited a little bit too fast imo
too much camera movement - i would suggest, similar to classic games like tmnt / renegade / etc, keep the camera largely static except when the player is closer to the edges of the screen ( ie classic games where you had to run/jump to the edge to almost push the camera along ).

co-op is a cool feature to show - maybe chuck in some retro joystick graphics/icons

too many enemies at once imo - focus on 2/3 max ( at least mostly ) - too much going on on-screen a lot of the time

i would suggest showing more specifically what moves the player can do, both in conflicts with lots of enemies and in one on one type fights - be quite clear visually about what you're showing also, don't just randomly edit together everything and anything.
Parts where you sort of get to see a bit of that:
58 secs - throwing thing over at croc
1:02 - see a little bit more of that

There are a couple of short clips ( 58 secs and 1:03 and 1:07 ) where the character is using the environment to help out - this is an important gameplay device and i'd show more of that or at least make those clips longer

Enemies flash full red when hit - classic but too obvious imo
boss battle at the end is nice
more shots of enemies attacking and fighting back
1:16 character dialog - seeing more of that throughout would be cool/funny - i didn't even notice it until the second time i ran through the video - would definitely be cool to have more of that dialog peppered throughout, would also help to increase the comedy/funnies.

1:32 - boss transformation/rage is quite cool
poster at the end - its cool but i think the 'also on kickstarter' stamp is too big and possibly the ClawsOfFurry logo is not placed well. In fact - i would put a parallax animated version of that image at the start ie export the artwork layers into AE or whatever and do a simple pan or rack-focus pull or something.
develop more hero-shot stuff even if not necessarily in the game - cut-scenes etc
a lot ( most ) of the shots are pretty wide so the player/action is small - zoom in on some of it, even if not like that in the game

The text/signs that pop up occasionally ( Brawling Action! and Already Greenlit! for example ) - i'd pause the action for them to appear, so they can be read clearly, then disappear and unpause..

greentlit - put that at the start
some basic info about studio/team at the start
platform info

maybe some sense of levelling up / progression

make goals clear in the video - what are you hoping to achieve and what is the money for

colour composition - at the moment it's really colourful which is good, but, consider separating visual elements by colour/tone groups for example colour wash on backgrounds, foregrounds, interactive objects/props could be treated in a similar way. Also at the moment, player and enemies are all pretty multi-coloured, i'd consider grouping types of enemies by really restricting their palletes, making them visually much more separate from the players. It might seem like it detracts from the art itself, but simplifying the overall colour composition ( or at least reigning it in a bit ) will make the whole thing read much more quickly/easily and allow the viewer to get what they are seeing more instantly..

Consider releasing some very short videos highlighting specific things - for example 15 second clips showing a character concept and that character in game or idle/move/fight anims. Every few days upload a new one and use them to bump your thread on various game sites and social media etc..

Website | Blog | Contact | Vimeo

read 298 times
9/1/2017 11:21:54 PM (last edit: 9/1/2017 11:22:26 PM)
show user profile  ScotlandDave
One thing i wanted to add also was that i wouldn't be too disheartened if the thing hasn't took off yet. I wouldn't by any means use the uptake on kickstarter as a guage for how good or not it is - i would 100% suggest that this has got more to do with marketing, or at least generating a slow build of interest through making people aware of the game and it's development.

Website | Blog | Contact | Vimeo

read 296 times
9/1/2017 11:26:41 PM (last edit: 9/1/2017 11:26:41 PM)
show user profile  ScotlandDave
Oh - last thing - chuck in some sense of story/narrative. Create a short animation and put it at the start. I think this is the most obvious thing that isn't there but would be the most effective.

Website | Blog | Contact | Vimeo

read 295 times
9/1/2017 11:29:40 PM (last edit: 9/1/2017 11:29:54 PM)
show user profile  Dave
Big thanks for some crits! That's the good stuff, I would have to agree with both of you on a lot of what you've said.

Aye we got similar feedback at insomnia last weekend, the attacks are a bit dull. At the moment we think this is a mix of both VFX and enemy reactions. Definitely something we're looking to improve.

In all honesty, a character re-design probably isn't out of the question, I'll definitely pass this on to our concept artist and see what he has to say.

Very much appreciate such in depth feedback. We actually updated the video as the intro was even slower than it is now, you might be right though, we should look into ditching the little joke at the beginning. It's based on the fact that there are constant arguments among us about the name of the game, most of us hate the use of "Furry" and would prefer "Fury", but it's probably too late to change.

Idle animations are a good idea, we should be able to do this.

Showing off the player mechanics more is a great idea actually, it would help break up the combat footage which I think there's too much of (and as you said, too hastily chopped together)

We'll likely do a story/narrative type of video separately, but it has been left on the backburner so I'll be sure to give the guys a poke. I'll pass on everything else you've said too.

Great feedback, very glad I came and asked! Hopefully we can get some big tweaks done this week.

"I flew over Egypt once"

read 273 times
9/2/2017 1:10:20 PM (last edit: 9/2/2017 1:10:20 PM)
#Maxforums IRC
Open chat window