Here is my report for
Mystified Explorer's Tehr'Dovah (a forest age).
- Show Spoiler
On initially linking in, you hear a magical soundscape: waves lapping on the shore, insect sounds and birdsong, and the melancholic strains of Turjan's music.
Turning around you see a lake rimmed with distant hills. Possibly a sunrise reflecting on the lake (good reflections -- but waves need to be added to match the sounds).
On the small wooden pier is a square green button -- a promise of things to come (no hotspot yet, nor does it light up).
I tried climbing the cliffs on the left when facing the lake. Got into the water, but no swim so sank like a stone and relto'd out. Might need anti-climbing collisions there.
Now walking up the path curving between broken pillars. Some of the stepping stones have rough edges and fractured surfaces -- I guess this might be an artifact from the model conversion process. The plants are like the ferns in Delin in that they don't let you walk through them.
The way the path curves between the hills is good -- you don't know what is going to greet you as you turn the corner.
At the top of the hill is an exquisite wooden bridge over a stream (?). The stream edges extend up the hillside -- possibly an artifact. I walked down the stream towards a distant view of mountains. When I reached the end of the model I fell into the black abyss and again relto'd out.
Back to the little bridge, following the correct path brings you to a oriental-style gate leading into a garden. The decorations on the windows in the gate disappear at some angles.
The models in this little garden are very nicely done: statues, model boat, floating lamps hanging lanterns, bridges, gazebo (it'll be good when we can sit there). Insect sounds add to the ambiance.
Now attempting to go into the house -- had to jump over the step onto the veranda. Inside are a couple of very small rooms, with a comfy looking settee (can't sit on it yet), empty bookshelves, stove, etc.
I then ran onto the hill behind the house (bad Dot). This will need to be blocked off.
Summary:
Attractively modelled and textured items
Excellent immersive soundscape with birdsong, water and insect sounds, and music
Curving paths add to the mystery
Reasonably consistent framerate of about 50 fps throughout the age (running at 1600x1200 with highest setting for graphics quality)
Things to tweak: Rough edges of stepping stones, transparency issues (gate windows, looking through tree foliage), adding hotspots for places to sit, making buttons work, populating the bookcase, adding collision planes to prevent explorers going where they shouldn't, adding story elements in age to give context.
Here's my report for
GPNMilano's Eder Licinius.
- Show Spoiler
The loud bird squarks when I linked in made me jump (and my dogs bark!). It is otherwise silent, which gives an uneasy feeling.
The initial link-in spot is colourful, but looks fuzzy.
The elegant palisade is well modelled and attractive in its detail. The working telescope is a plus, and I liked the way the camera slowly panned back when I left it (though I guess this will be need to be fixed).
The subtly moving mist shrouding the valley and castle looks good. The water flow under the mist looks a little too rapid.
Does the tram run on a wire loop or solid runners? The pulley attached to the cliff suggests it should be a wire loop, but there is an obvious bend in the wire visible from by the telescope.
The first time I linked in to this age (just to check its stability), the tram basket was attached. This time, it is sloping at an angle, unattached to the ropes. The handle is floating. In fact, as I watch, the basket is slowly turning around its long axis. The basket bottom is now facing the plaza.
Now going down the stairs. It's good that these have different shades, but they still have 'stripes' curving downward. I like the layered cliffs and the steps curving through them a lot.
At the bottom, I jumped to the area on the right. The texture at the base of the cliff on the left side receded strangely as I walked down. The veranda structure has a floating ridge pole unattached to any obvious support. At the base of the cliff at this point there are some stretched textures -- otherwise the floor of this area looks great.
The bespoke cover to the journal found here is a nice touch. The journal itself sets the scene for the age -- gives some story behind it, plus links in with present-day explorers (which I hope will happen more as more ages are written). The text inside will need editing for punctuation and spelling (too many commas, as in 'The age, was written'; missing apostrophes, as in 'Thats where things get murky'; typos, as in 'the spring wanter'; grammatical infelicities) -- I know Andy is meant to have written this, but he doesn't make that many mistakes...
I can help with this if it would be useful. I wonder too why the typewritten text changes colour -- I don't remember that happening when I used the old manual typewriters.
The water room has some very nice features: the vine frieze edging the wall top, the simple moulding on the pillars, the 'aging' applied to the floors, the rock textures themselves, the hanging lights. The waterfalls could do with a bit more work, and the two sets of ripple animations made me feel a bit woozy when my avie was standing in the water (but I am being particularly picky here). Being able to swim in this area was a refreshing bonus.
To sit down on the benches, my avie first shuffled so that she was knee deep in bench, then sat down.
Walking to the linking book area, I paid particular attention to what was happening to the frame rate. Up to now, I was getting 90-110 fps. As I approached the further bench and the wall, the rate went down to about 50 fps. I went back to the cave entrance to check again, but this time Uru froze as I approached the spot. (This also happened several times when I was initially testing the age's stability, so something does need attention here.) The exception type was "Breakpoint". This one was a serious freeze. Control-alt-delete couldn't kill it (waterfalls were sounding all the time). In the end I had to switch the computer off since it too stopped responding to mouse clicks and keyboard.
Linked back in. This time the tram basket was in the right place, so I took advantage of it and tried it out. The lever switch works well (though occasionally avie does a 'stuck' animation before the correct one kicks in). The ropes aren't consistently attached to the basket -- the back left one is particularly adrift as the basket sways (nice touch that, by the way).
Ran down the stairs to try to get to the linking book, but got another call stack as I approached it in roughly the same spot. The fps was 124 at the time, though. This time, I could click OK on the error message and quit Uru.
Third time lucky? ... Yay! Got past the crash point, but now hit a spot where the frame rate goes down to 14-15 -- it's two pillars away from the linking book. It stays low until I pass the pillar just before the book, then goes back up to over 100.
I managed to link safely to the office, but it's time to take the dogs out for a walk... More to come later.
This next part looks at
Chloe's hood office.
- Show Spoiler
To avoid wasting time, I linked directly from Relto to Chloe's hood office.
It is silent in the office -- no background sounds from the wider hood or city. I miss those sounds.
Footstep sounds change as I step onto and off the carpet -- good detail.
I like being able to look out of the window to the cavern wall. At a guess this must be the other side of the lake from the ferry terminal?
Having GoC maps stuck to the walls is a nice touch, though the tape used looks a little too bright -- and might it damage the walls (not good from an archeological point of view
). The image detail on the large map is very good -- it shows fold lines.
There are very strong contrasting shadows from the table and chair, but the lamp at the end of the room looks too weak to cast them.
The lamp on the table has a problem with the bit that shines (sorry, don't know the technical term), which has turned to a pink square.
Also on the table are well-modelled tools appropriate for a researcher: heavy-looking reference books, pencils and pad, laptop, working Nexus book (presence explained in journal on Eder Licinius), plus a note neatly giving context to Eder Licinius and setting up story elements (typos need correcting, e.g. S'lochin (2nd para), wherabouts (next to last line) among others). Putting the note down results in a paper slap sound -- good.
Now for the journal on the crate: The worn edges look a little odd, with pinks and greens and yellows -- but is this an artefact of my graphics card? The journal starts with '%s,' -- stray bit of code? A plea: if dates are given with the months written out, it will help international players read them. Good story background, including more details about the office contents, but typos will need correcting.
I'm not sure about the ancient camp bed, to be honest. If you can get microwave and two computers down to the cavern, why not a comfortable modern camp bed as well?
Some objects seem fuzzier than others: for example, the microwave and computer monitor are fuzzy while the computer box is sharper.
There's a hotspot on the keyboard, but nothing happens (the keyboard is open, by the way, to show stationery items).
Nicely authentic note from Mike -- including the scare quotes round 'cavern' (I can imagine editors doing that!). Good mock-up of magazine.
Summary: The linked ages are rich in visual and text details that hint at a deep, ongoing story. The soundscapes could do with more ambient background sounds for greater immersion. As mentioned in the reports, there are some technical and textual hiccups that need sorting out.
Of the two ages presented, I would say that Eder Licinius/Chloe's hood office meets criteria 2a most successfully:
2) Emphasis in judging will be on story and audiovisual details
2a) (edit) Story as stated above can also refer to the ages background info -- in whatever form given -- and immersion or continuity.
(Why is an object in your age? How did it get there? How does it affect the environment?)
I'm looking forward to seeing how both ages develop. Thank you, Mystified Explorer and GPNMilano, for the care and detailed work that has gone into them. They are treats to explore!