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The Adventures of Toby Turtle Official Demo
The Adventures of Toby Turtle Official Demo
| Name: | Tom Feni | ![]() |
|---|---|---|
| Date Posted: | May 22, 2007 | |
| Rating: | 4.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Tom Feni |
Blog post
Well the time has come for the demo, so I have packaged 4 of the tunnel levels to show the main game play. You will find eggs thru-out the levels that will be needed to go on to the next level.
The final game will contain 32+ levels (maybe more) of adventure. There are traps, special items and plenty of hidden areas to explore.
Windows only for the moment, sorry..
oh and made with torque..
---Known issues----
- elevator collision needs to be activated for it to move, so if it doesnt start jump on it.
- if you dont jump fully in some areas you will hang on the lip and may fall.
- there is no High Score Table yet.
- at the end of level 4 you will go back to level 1.
-- Controls --
W - forward
A - left
S - back
D - right
Q - open doors
E - zoom in
CTL-O - in game options
SPACE - jump
ESC - exit the game
Z - freelook
Gui Layout

Items

Trap

NPC Gui

And lastly the Demo The Adventures of Toby Turtle Demo
Until next time...
TomFeni

The final game will contain 32+ levels (maybe more) of adventure. There are traps, special items and plenty of hidden areas to explore.
Windows only for the moment, sorry..
oh and made with torque..
---Known issues----
- elevator collision needs to be activated for it to move, so if it doesnt start jump on it.
- if you dont jump fully in some areas you will hang on the lip and may fall.
- there is no High Score Table yet.
- at the end of level 4 you will go back to level 1.
-- Controls --
W - forward
A - left
S - back
D - right
Q - open doors
E - zoom in
CTL-O - in game options
SPACE - jump
ESC - exit the game
Z - freelook




And lastly the Demo The Adventures of Toby Turtle Demo
Until next time...
TomFeni

Recent Blog Posts
| List: | 08/16/08 - Toby Updates for August 07/27/08 - Instant Action Contest Entry 07/19/08 - The Adventures of Toby Turtle Updates 01/26/08 - The Adventures of Toby Turtle Demo 01/17/08 - The Adventures of TomFeni.. continued.. 01/02/08 - The Adventures of TomFeni 12/16/07 - Toby Turtle coming soon! 10/14/07 - Back to work: new outlook |
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Submit your own resources!| Tom Feni (May 22, 2007 at 23:06 GMT) |
| Anthony Abrams (May 23, 2007 at 01:08 GMT) |
I liked it a lot. I ran into one problem though. On the third level it would not let me through the gate (after the elevator) even though I had the key.
The control scheme is very good. Easy to pick up and play.
Good Job.
| Dustin Sims (May 23, 2007 at 03:11 GMT) |
The Options menu seemed to have some problems for me. Once you selected Controls or Audio, it would not let you select either of the other ones again(go back to graphics). No biggie there though.
I seemed to have some problems opening first gate on first level. It finally opened though after trying and trying..
I also think you should add some themed background music. Silence is not very interesting.
Overall it had good gameplay though.
| Florian (May 23, 2007 at 14:52 GMT) |
it had bg music
anyway, i liked it, but its a bit strange to play it, because when u start, u dont have a clue what to do
also the game seemed a bit buggy, one time i had -2keys, it takes very long for me to open doors and bubles disapearing, also the transistion from level to level is unpleasent, just a flash
but what i disliked the most was the inconsistent art, the art exist of very very differnt styles, at some times, there was a realistic style, for exemple the trees, then it was cartoony
| Dustin Sims (May 24, 2007 at 00:12 GMT) |
I had to go back and check the music.
The audio controls seem to default to all the way down.
I had to turn the music control all the way up and turn my speaker volume all the way up in order to hear it a low to medium sound level. The sound effects on the other hand were very loud if turned up.
I also went ahead and played it all the way through.
The door opening issue seems to be related to the camera angle. I noticed that if i rotated the view up and down with mouse the door would open at some point.
The 4th level seemed a bit boring. Not a whole lot going on but walking around slowly waiting on it to be over.
I wish you a lot of luck in completing it. I'm sure it will turn out well.
| Edward F. Maurina III (May 29, 2007 at 01:11 GMT) |
I am very pleased to see you have made great progress on the game. I have been watching it (like many others) as you played around with new ideas and added new content. So, I must say congratulations on sticking with it.
I will provide a little bit of feedback on a level-by-level basis, then I'll add some general notes at the end. Please take all of this with at least two grains of salt. :)
Level 1
- Even though you have instructions and will probably have a guide, I suggest that you add a pop-up messages for these events:
a. Key pick-up - Something like: "Good job, now you can open gates marked with this symbol! SHOW SYMBOL"
b. Gate contact w/o Key - Something like: "Oops! You need a key to open this gate."
c. First Gate contact w/ Key - Something like: "Now that you have a key, you can open this gate by pressing Q."
Level 2
- Loved the cannonball projectile trails!
- The cannons may be a bit too dark.
- The cannonballs may also be a bit too dark.
- The tempo of this level may be a bit too fast for young kids and for folks who aren't good at twitchy games.
- The floor fade on this level was OK, but it is inconsistent with the one on level 3. If you use a similar color, I suggest using the same warning effect.
Level 3
- You might offer an easy way off the platform once you get up the steps. Nobody likes dieing after they get the eggs.
Level 4
- There was no way to die on this level. I think you might want to add some kind of dangerous element to this level, such as some cannons, or a dangerous NPC, etc.
- The boxes don't give damage feedback so I ended up shooting them several times just to be sure. You might add a skin flash on each damage. i.e. Each time a crate is shot, you could re-skin it to a reddish version of the skin and then change the skin back to the original skin. Alternately, you could use severl skins, each showing a different level of damage.
- This level made you retrace your steps in a few cases. I suggest always providing a way out once you get into a culdesac like area. (i.e. Don't have any real culdesacs). Or, you may provide a reason for taking one route over another. i.e. to avoid dangers or to get a bonus item.
General Notes
- I like the music, the fact that you have a pick-up sound, and the fact that you have pickup visual effects.
- I didn't 'connect' with the pick-up sounds. You might consider a ringing sound or a jingly sound for the key and a softer sound for the eggs? I'm not sure on this one.
- I like the fact that the gatekeeper tells you what to do if you didn't get all the keys.
- I suggest adding a gatekeeper message for successful endings - Something like: "Good job, now you can go to XYZ!", where XYZ is the next level name.
- I also suggest using a fade-out followed by a fade-in for the transition between the current level and the next-level loading screen. I suggest the GameConnection::setBlackOut( doFade , timeInMS ) method (needs to be called on the client-side instance (usually named 'serverConnection').
- I'd like to re-iterate the flow comment from level 4. I like games that provide more than one path to the goal as well as providing a reason for taking one path over another. I guaratee you that your players will appreciate this consideration too. Note: Maze Runner (from my book) did not really do this, but there was some freedom of path in the latter levels, just not motivation for taking one path over another.
- Art. Yeah, this is a tough one. I like your levels and I see that a lot of effort went into them, but I also agree with prior comments about consistency. Some of the consistency problems are lighting, some are theme. I suggest that you choose one theme per level or set of levels (where a set is part of a world or general geography). Then, touch up the consistency in any one level and you'll be good to go. Regardless, I've always liked the fact that you put real effort into your demos and screenshots. That hard work is apparent here.
- Art 2. I hope that you kept the art from this snapshot. I especially liked it and would love to see it in a level or set of levels.
I hope this helps!
EdM|GPGT
| Tom Feni (May 29, 2007 at 03:04 GMT) |
You sure know how to write a review.. :) I have been implementing alot of changes that people have commented about.. I have added NPC gui popups at key areas, but I added them to the main mission not to the tunnel levels. So for the demo I will add them in the tunnel levels too, along with alot of other fixs.. I fixed the door problem too where the player wasnt activating the door if he was too close, so now you can stand right in front of the door and it will activate..
I will also be including the early levels as a easter egg bonus level, but it will be found in a later level..
and a small video of some of the new changes...
Game Play video
TomFeni
| Michelle aka Badazz (Oct 15, 2007 at 00:42 GMT) |
| Tom Feni (Oct 15, 2007 at 02:32 GMT) |
the demo will be released soon and I will post when its ready.
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4.0 out of 5


