[t]https://my.mixtape.moe/iuedtz.png[/t]
Are my graphics borked or do they get clearer the more you get?
So this happens if I go slow. Did it on purpose to check
EDIT: Also shouldn't the menu be bound to start and not dpad down? the menu ingame that show equipped weapons and settings
[IMG]https://lh3.googleusercontent.com/-CXqiBq3xFPg/VjEXVPiegEI/AAAAAAAABUw/4ovuJe0bK68/s0/trunk_2015-10-28_19-43-25.jpg[/IMG]
Seeing as I'm either always late or not near the computer, would it be possible for me to get a key? Space hunks looks pretty cool and so do other prototypes, and I'd love to help them shape up with feedback. I hate begging but I don't see me getting a key soon if it's not this by way :frown:
[QUOTE=kimr120;49001842]So this happens if I go slow. Did it on purpose to check
EDIT: Also shouldn't the menu be bound to start and not dpad down? the menu ingame that show equipped weapons and settings
[/QUOTE]
Yeah I need to fix the door trigger areas.
The menu/screens you're accessing with d-pad is old and not really meant to be used. I've just not taken it out yet :)
EDIT:
Taken it out ;)
[QUOTE=Lok's;49001583]I always die at the last letter, or instantly if a duplicate letter is right next to another one. I think this is as close as I get to the prototypes :v:[/QUOTE]
If you're interested in just playing it, I found using a gamepad WAY easier to control it with than the arrows, since you have control over the speed of it using the analog stick.
From the looks of the thread it seems that all the codes avaliable on the game have been discovered already.
[QUOTE=ramirez!;49002387][t]http://i.imgur.com/06ztlla.png[/t]
Boooo. BOOOO. BOO HISS.[/QUOTE]
No need to try, all of them are duplicated here is the list.
N4PDH - WPY4K - 956FK
R4HA2 - XPP6T - 8B8L9
663RP - KTXRY - 0RI0F
HXWWC - BJKWY - DRT9R
7IWGF - L9TJ0 - ZA92Z
663RP - KTXRY - 0RI0F
HXWWC - BJKWY - DRT9R
If/When I do end up getting a valid key for this, would I be able to give my first opinion/impression, ideas/feedback in video form?
Or is that frowned upon because they're prototypes?
[QUOTE=Bugga12;49002516]If/When I do end up getting a valid key for this, would I be able to give my first opinion/impression, ideas/feedback in video form?
Or is that frowned upon because they're prototypes?[/QUOTE]
[t]http://i.imgur.com/vglJd16.png[/t]
[url]https://facepunch.com/showthread.php?t=1488773&p=48866382&viewfull=1#post48866382[/url]
Arcade seems to work for me, but it's horrendously laggy. I get 7-8 fps on an i7-4720HQ running at 3.5 GHz and an Nvidia 840M. Running the game at 1280x960 windowed at fastest settings on Windows 10.
Anybody else getting the same problem?
[editline]28th October 2015[/editline]
[b]Shiny Sphere[/b]
I didn't find the concept particularly interesting or fun, but it was fairly fun despite that. It gets old pretty quick. Would be a nice game on mobile though.
[b]Revolver[/b]
One of my favorite games here. It was frustrating until I found out you could speed up by holding down space though. I like how the ammo is kinda balanced. I really love it when I managed to land a yellow shot on a group of enemies and take out multiple in one go but I often miss those and find it easier to lead the blue and violet shots. I would really enjoy playing it on mobile. I hope it's expanded on. Leaderboards like in the worm game would be cool.
[b]Borderline HD[/b]
I both hate and love the font used. The game itself is still kinda confusing to me. Sometimes I just die inexplicably.
[b]Archaerology[/b]
I don't have a controller.
[b]Pressure Chamber[/b]
I like the art style and concept of the game, but for whatever reason, I just didn't find it very fun or interesting to play. Each level felt a bit generic. It's hard to explain, sorry. I also wish WASD could be used as inputs. A more exciting soundtrack might also be nice.
[b]Renegade[/b]
It's kinda fun for a bit, but doing nothing more than clicking on heads gets old pretty quick. I just don't really see the concept becoming interesting to play for an extended period of time. I really like how the enemies reacted to damage though.
[b]Transposer[/b]
Another one of my favorites here. I found it really fun just because of how initially disorientating it was and how trippy it is. I also like the soundtrack. However, the game obviously isn't complete (facepunch prototypes yeah) and it's quite easy to complete it to the point where getting another coin doesn't do anything. I would really like to see this expanded on.
The blood thing is kinda weird though. Makes the game feel pretty trippy though.
[b]Space Usurper[/b]
Another favorite. The soundtrack was great, the boss designs were fun and interesting to fight. I like that the game isn't just "dodge a shit ton of bullets and keep holding fire to win" in that choosing where you shoot really mattered. To this ends, I think a score system that takes into account efficient ways to defeat bosses would be great. The final form is a bit tough, but becomes easier if you've figured out that separating chunks from the core makes the whole thing go poof. The orbit movement thing is kinda annoying, but it makes the game more interesting and difficult (so it's not as easy to spam 1 straight line right through the final form). Pretty great. Felt like a complete albeit short game even as a prototype.
[b]Bacteria Town[/b]
No idea if user input even does anything here.
[b]Laser Grid[/b]
Reminded me a lot of Bomberman. I didn't really find it very interesting or fun to play, and I can't really think of why.
[b]Candy Worm[/b]
I didn't expect much from what looked like a Snake remake, but it was surprisingly fun. The CRT effect thing was cool at first, but it seriously got in the way pretty quick. I'm guessing that's part of the game mechanics though. Being able to rack up points through combos makes it pretty exciting. However, it did feel like it was almost a matter of luck and praying that you didn't run into a red thing when your entire screen became garbled up. I also never made it on the leaderboard despite my points, so I'm guessing it's just for show for now.
I still like the CRT effect a lot despite everything.
[b]Arcade[/b]
Ran really laggy for me so I can't judge.
[b]Deuce[/b]
Also ran exceedingly slow, so I can't really tell much.
[b]Facewound[/b]
Pretty fun, but I felt like it took too long to earn credits if you didn't find secret areas. The movement also felt a bit bland for a sidescroller. Some parts also felt a bit like trial and error. I remember one part, I was just walking around when suddenly, a dozen or so insect things just came behind me and instantly annihilated me from full HP. There was hardly any time to react. The fact that I only had 3 lives total didn't help. I also think that slo-mo would also be nicer if it was hold rather than toggle.
[b]Music Box[/b]
I remember this being posted in WAYWO a while back. It seemed really cool then, but it doesn't feel the same without VR. I didn't spend too much time trying to learn how exactly everything worked, so I can't make much of a judgement on this.
[b]Space Cunts[/b]
I don't have a controller.
A bit on a rush atm, so sorry if my feedback seems a bit vague or shallow or something. I tried my best to be constructive. If it's not good enough, I can try giving it another go another time.
Thanks for the opportunity to let us try the prototypes.
Can I make some suggestions on how you could expand on space usurper, because really, I can't stress how much I enjoyed it. I've been sort of digesting the feedback overnight.
- Make special blocks in the bosses, like fuel tanks, that will explode a chunk off the boss in a radius around it.
- Make other blocks that could cause scenarios where it would be BAD to shoot these. Something like where if it's shot it will blow up causing a circle of bullets. Hell, combine this with the above suggestion for a risk/reward type deal.
- When you blow parts off the ship, don't make it disappear, instead make in float about as debris which the player could take cover behind. Maybe this is a bad idea, but might be worth experimenting with. Maybe only certain blocks should do this.
- Power ups
- Rail gun. Will destroy a certain amount of blocks in a straight line, so you could cut weak parts off.
- Slow motion, self explanatory.
- Bombs. You can detonate these to block a few blocks out of the boss.
- Less enemies like the final form one. It was very bland to fight, there was no way of tactical thinking really or weak spots. The amount of bullets it shot out was quite insane too.
- Some kind of customization would be cool. Add more powerful weapons at the expense of it making your ship larger or something. Risk/Reward. [B]What would be really cool would be to use the same kind of system for the player, as the enemies themselves, on a smaller scale.[/B]
- Would greatly benefit of a enemy creation tool, obviously :v:
[QUOTE]- When you blow parts off the ship, don't make it disappear, instead make in float about as debris which the player could take cover behind. Maybe this is a bad idea, but might be worth experimenting with. Maybe only certain blocks should do this.[/QUOTE]
Definitely this. I ended up completing the last boss rather unskillfully as I figured you could just cut it in half completely and get rid of all it's guns.
[B]Space Blunts[/B];
Really like the design choices. The sort-of-beer tap models you have to shoot.Barrels. Fun.
About the gameplay:
Currently I'm just spamming like a bitch as there seems to be no punishment for that. So maybe some sort of cooldown would be cool?
Also I'm spamming to offscreen enemies since my projectiles have an endless lifespan, the enemies vanish after some distance.
Oh, and at first I was confused when the game froze for some secs when I loaded a level.
Can't say much about the othersyet but [B]Arcade[/B] doesn't work when set to any resolutions but the native one in fullscreen. It just loads the main menu and freezes. I have to Alt+F4
[editline]29th October 2015[/editline]
[B]Transposer:[/B]
Really fun Idea but I have so many problems in orientation, even after playing it a while.
The blood as a sort of "follow your trail" is a good idea but maaan does it go downhill FAST
[editline]29th October 2015[/editline]
[B]Revolver:[/B] Looks like there is something I'm not seeing at the End of those yellow lines? Is that what makes me "lose" so fast?
This is what it looks like:
[t]http://i.imgur.com/BMafQWl.png[/t]
[editline]29th October 2015[/editline]
[B]Laser Grid:[/B] Fun idea again but definitely too fast to "learn" the game. Just too overwhelming, too much at once and thus no real sense of "accomplishment" when I make it a bit longer. The times where people played for high scores are sort of over.
[QUOTE=killu4;49009828][B]Space Blunts[/B];
Really like the design choices. The sort-of-beer tap models you have to shoot.Barrels. Fun.
About the gameplay:
Currently I'm just spamming like a bitch as there seems to be no punishment for that. So maybe some sort of cooldown would be cool?
Also I'm spamming to offscreen enemies since my projectiles have an endless lifespan, the enemies vanish after some distance.
[/QUOTE]
There's no cooldown on your main weapons, but there is on the abilities you use (bottom right corner of screen).
[IMG]https://media.giphy.com/media/3oEdv59EinOmtgEhBC/giphy.gif[/IMG]
Will add the off-screen enemies to my list of things to fix :) Cheers!
EDIT: And a loading screen ;)
What I meant was more like an overheat. Has to be very slow but right now the safest bet is flying forward, get turret position, fly until they are offscreen and spam like hell.
I know it's sort of up to the player how to progress but you know...
[editline]29th October 2015[/editline]
Also a phaseshift for the enemies(turrets) that shoot in circles would be nice, currently, as long as they are not moving, you can find a sweet spot where no shot is gonna hit you and safely kill them from there.
Getting between the interconnecting pipes has already been mentioned I think, maybe some sort of punishment for crashing into the walls too hard could fix this.
Als there currently is no way to end the game without hitting esc on the keyboard I think. At least I didn't find one.
Love the generated lvls by the way, discovered setpieces taht I didn't see during the forst 2 playthroughs.
[editline]29th October 2015[/editline]
Also I'm running it on a Core 2 Duo with a Gforce 460 GTX just fine except for one or two minor hangs
[QUOTE=killu4;49010036]What I meant was more like an overheat. Has to be very slow but right now the safest bet is flying forward, get turret position, fly until they are offscreen and spam like hell.
I know it's sort of up to the player how to progress but you know...
[editline]29th October 2015[/editline]
Also a phaseshift for the enemies(turrets) that shoot in circles would be nice, currently, as long as they are not moving, you can find a sweet spot where no shot is gonna hit you and safely kill them from there.
Getting between the interconnecting pipes has already been mentioned I think, maybe some sort of punishment for crashing into the walls too hard could fix this.
Als there currently is no way to end the game without hitting esc on the keyboard I think. At least I didn't find one.
Love the generated lvls by the way, discovered setpieces taht I didn't see during the forst 2 playthroughs.
[editline]29th October 2015[/editline]
Also I'm running it on a Core 2 Duo with a Gforce 460 GTX just fine except for one or two minor hangs[/QUOTE]
I've just fixed it so you can't damage things that are off-screen :)
Yeah collision stuff is something I need to fix properly, for sure.
Cool - procedural levels are turning out to be an awesome thing for the game! Need to add tons more rooms/set pieces. Bit like most things at the moment, it needs more of everything :)
Appreciate the feedback!
[B]Space Conqueror:[/B]
Genius. And because of such a simple reason.
We all love the pixelish trend in recent indie games, the retro feeling. But we grew tired of it because there's so many of those pixel graphics games.
And this one just blows that problem away because it literally makes the pixel the biggest part of the gameplay! AWESOME!
Now for some critique:
In the last two levels I was basically staying as far away as possible, simply spamming towards the off screen middle because there's more space to maneuver.
Which is a shame because I couldn't see the pixelish destruction I was doing! And it reduced the "tactical" element of "destroying the turrets" vs. "getting to the core as fast as possible" to a simple spamfest.
For me it was too much of a bullet hell. And it got a simple game of "avoid the stuff" instead of "what do I shoot". Not so cool
This could be avoided by simply reducing bullets but keeping the difficulty by turning the enemy ship. Like, spinning.
It would force the player to either move around or keep shooting off the part of the enemy that he hasn't "penetrated" yet and makes it a tactical decision.
[editline]29th October 2015[/editline]
[QUOTE=FacepunchAd;49010161]I've just fixed it so you can't damage things that are off-screen :)
[/QUOTE]
Gotta communicate that to the player though, maybe make the shots disappear shortly before offscreen? Or generally give them a "reach" ?
Got a key after 30 tries aaaaaaaaaand its taken
Welp, not for me I guess
[QUOTE=PieClock;49008548]Can I make some suggestions on how you could expand on space usurper, because really, I can't stress how much I enjoyed it. I've been sort of digesting the feedback overnight.
- Make special blocks in the bosses, like fuel tanks, that will explode a chunk off the boss in a radius around it.
- Make other blocks that could cause scenarios where it would be BAD to shoot these. Something like where if it's shot it will blow up causing a circle of bullets. Hell, combine this with the above suggestion for a risk/reward type deal.
- When you blow parts off the ship, don't make it disappear, instead make in float about as debris which the player could take cover behind. Maybe this is a bad idea, but might be worth experimenting with. Maybe only certain blocks should do this.
- Power ups
- Rail gun. Will destroy a certain amount of blocks in a straight line, so you could cut weak parts off.
- Slow motion, self explanatory.
- Bombs. You can detonate these to block a few blocks out of the boss.
- Less enemies like the final form one. It was very bland to fight, there was no way of tactical thinking really or weak spots. The amount of bullets it shot out was quite insane too.
- Some kind of customization would be cool. Add more powerful weapons at the expense of it making your ship larger or something. Risk/Reward. [B]What would be really cool would be to use the same kind of system for the player, as the enemies themselves, on a smaller scale.[/B]
- Would greatly benefit of a enemy creation tool, obviously :v:[/QUOTE]
cheers, useful feedback. planning to do something small with Space Usurper right now, and maybe something bigger later on.
[QUOTE]- Make special blocks in the bosses, like fuel tanks, that will explode a chunk off the boss in a radius around it.[/QUOTE]
yeah my original to-do list had some more pixel types, but i decided to reign in the scope and finish it quicker.
[CODE][/] enemy engine-pixels (that allow propulsion)
[/] enemy radar pixels[/CODE]
[QUOTE]- Make other blocks that could cause scenarios where it would be BAD to shoot these. Something like where if it's shot it will blow up causing a circle of bullets.[/QUOTE]
nice idea
[QUOTE]- When you blow parts off the ship, don't make it disappear, instead make in float about as debris which the player could take cover behind. Maybe this is a bad idea, but might be worth experimenting with. Maybe only certain blocks should do this.[/QUOTE]
interesting, never really considered this, but i guess it woudn't be as infeasible as i first thought.
[QUOTE]- Rail gun. Will destroy a certain amount of blocks in a straight line, so you could cut weak parts off.[/QUOTE]
that's a great idea. in the current version it'd lead to a huge framerate drop though, because every time you remove a pixel it's gotta check if you just cut off a chunk.
[QUOTE]-What would be really cool would be to use the same kind of system for the player, as the enemies themselves, on a smaller scale.[/QUOTE]
that def would be cool, though it seems like a slippery slope, scope-wise
[editline]30th October 2015[/editline]
[QUOTE=killu4;49009828]
[B]Revolver:[/B] Looks like there is something I'm not seeing at the End of those yellow lines? Is that what makes me "lose" so fast?
This is what it looks like:
[t]http://i.imgur.com/BMafQWl.png[/t]
[/QUOTE]
yeah there should be enemies at the end of those yellow lines, no idea why they aren't visible.
What are you guys developing these games in?
Your own engines/frameworks?
Huh? I thought the whole concept of revolver was that you were a rotating radar dish that could only detect enemies by aiming directly at them?
Would it be possible to get a proto-key PM'ed to me? I'm not going to lie: odds are I will probably forget to post anything useful with regards to the prototypes, possibly even forget about them until any meaningful feedback is pointless.
Only even posting because I am curious and am honest. Honesty may not account for much, but those are the breaks.
[QUOTE=ryleigh;49012915]
yeah there should be enemies at the end of those yellow lines, no idea why they aren't visible.[/QUOTE]
i thought the enemies were meant to be invisible the whole time
can the enemies be kept invisible? it makes the laser actually useful
it also made the game a bit more interesting to me
[editline]30th October 2015[/editline]
[QUOTE=Empty_Shadow;49013206]What are you guys developing these games in?
Your own engines/frameworks?[/QUOTE]
most look like unity while facewound is written in their own sort of engine
If the enemies keep being invisible, then the lader should curve more over it to know when to shoot the invisible enemy with yellow bullets. It is practically impossible with these
Bacteria town is like extra broken for me - The video garry (i think) posted a while ago had blobs and RTS movement. Everybody postss that you can't do anything but I don't even get blobs, I get big green squares with blob death anims.
[vid]http://i.imgur.com/NndtS48.mp4[/vid]
Finally got around playing them all.
Massive text incoming:
[b]Shiny Sphere[/b]
I like the concept, it was entertaining and interesting once you get behind the mechanic and how to use it.
Having no direct control of your view leaves you to the balance
of being up high with oversight and having a certain momentum but being exposed
or staying low and have better reaction time and the danger of cluttering and/or not having enough mobility,
really makes of an intriguing experience.
I would like to see it expanded, hopefully the prototype allows that.
[b]Revolver[/b]
An indication to hold the spacebar would be really helpful, it just kinda drops you into it.
Well, I figured it out eventually.
Having to aim your shots according to your enemy that seems to move on a sin curve
and your current ammunition was be pretty fun,
I found it somewhat entertaining despite not being my usual type of games.
Also the slow reveal with the laser as the enemy slowly creeps on you
and the audio cues is kinda cool concept.
The sound is quite irritating after a while, a little music/audio works, would
make quite a difference. The pace at which it all takes place is alright.
[b]Borderline HD[/b]
A fun little game, but I still haven't really figured out if there is anything regarding the bouncy yellow line
that is followed by hitting the blue spot on the wall,
the music is really on point, makes quite a good experience.
I know this is just these kind of iterating games where you do a little less worse after every run (hopefully)
but I still wish that the difficulty would not ramp up so quickly,
so I would get better into it without having he big things thrown at you right off the bat.
Also a little bit of color variation would be nice, It sort of lacks a little contrast between the existing colors.
And a little more of a clear indicator at when the "refillers" activate,
the visual indication of the timer is not new but still quite fitting.
Maybe a mechanic where you can "phase" though the red "tails" would add something.
[b]Archaerology[/b]
Didn't really get much out of it.
The powerups get kinda overrun pretty quickly and of course you have to spam arrows like hell to get to them,
when you get a pickup, it goes to waste because you are on the way of breaking your thumb-stick.
I can't really find much to say about this prototype.
[b]Pressure Chamber[/b]
I assume this is procedurally generated, which is cool.
The movement-mechanic is nothing groundbreaking, but overall the setting seems to fit.
But there seems to be not much straightforward, the two very basic things are to collect and survive.
It feels kind of stale, it doesn't get me to feel a bit immersed/invested in the game.
Something unique could spice things up, a certain mechanic or concept, I can't tell.
[b]Renegade[/b]
One of my favorites in terms of prototypes (2nd place).
I am not gonna lie this is nothing that wasn't seen before, but I still like it,
although killing Hitler is pretty old-fashioned, it is quite enough for the prototype as-is.
A bit of enemy variation was there, but it could use some more enemy types,
like mechanical or animal, that sorta thing.
The revolver is pretty useless with it's recoil and low bullet output (compared to the pistol),
but could qualify in a hard mode setting, although it should penetrate armor.
The shotgun could use a little less of rounds per minute as its damage per round means instakill,
maybe a cocking between each round.
The uzi is like a minigun, it really could use a reload mechanic
or a cool-of period depending if the infinite magazine is wanted to be kept.
Having to reload could spice things up depending which way this prototype would/could go.
And of course a little level/atmosphere variation.
[b]Transposer[/b]
One of the more complete feeling types of prototypes. #3 on my list of favorites.
The portal/displacement mechanic is really cool,
since those zombie-pacman aren't affected by the splits as you are,
finding unintentional shortcuts or finding a way to the coin based on the background color,
in hopes you can avoid the enemy's was really fun.
The bleeding + style theme makes it kinda trippy in an awesome way, audio is fitting,
the style is cool, I don't know how you could expand it, powerups maybe?
[b]Space Emperor[/b]
Absolute favorite, feels awesome playing, the music is perfect paired with the audio effects,
the mechanics are balanced (especially the gravity with you can slingshot),
you have indicator to the main-cell, you can employ different tactics,
you can restart at each phase, you have a nice effect for beating the final form,
the difficulty ramps up nicely, I absolutely love it.
One thing though, I dunno if your ship or your graphics card is being targeted at the final level,
optimization please.
[b]Bacteria Town[/b]
Green cuboids giving births to more via green spheres, nightmare material.
[b]Laser Grid[/b]
Bomberman-reloaded: LaserMayhem, the concept seems to offer some possibilities.
To use the blocks to your advantage is a bit hard in midst of all the chaos.
Maybe a two-phase system with a prepare-phase could make it more spicy,
adding something to the strategic/tactical edge.
The audio could use some work, too.
[b]Candy Worm[/b]
A snake remake? I didn't play it a-lot since not my type of game.
The sticky tail is as surprising as it is refreshing to the snake-formula.
Also the trippy effect did throw me off.
[b]Arcade[/b]
I see a-lot of potential, the things I did experience seem to make a really fun and new,
entertaining experience, something to unite the twitch side of entertainment to a Game-mechanic.
This could be the next big hit if you ask me.
Still needs work, but pointing out the obvious is not really necessary, is it?
Will definitely come back to this one.
[b]Deuce[/b]
I really like the art style and the unique ball-centered specials and options,
it reminded me a bit of those football(soccer) type of games (the mario ones).
I wish for a bit more indicator/audio-cue that the ball is really out,
can't really count the times I thought the ball was out when it wasn't.
The controls seem a bit "delayed", too, making them a bit more responsive and "tight" would be appreciated.
Otherwise the game is on the right track, really promising.
[b]Facewound[/b]
It is Facewound, what else is their much to say except awesome,
though the credits are slow to accumulate which makes it feel "grindy".
[b]Music Box[/b]
Couldn't really figure the controls out, gotta come back to this one.
[b]Space Runts[/b]
(Experience is from couple of days ago, spare me)
This is really fun, the procedural level generation is pretty awesome and I can't wait for the upgrades to work.
Really fun would be bonus like combos or no-damage-taken etc for money making.
The visuals are also quite good for such an early prototype and the audio fits it.
I would like to suggest a feature, I couldn't really hit anything with the deadly frisbee most of the time.
Maybe it could be implemented, if you hold the trigger down (and maybe how much) the disk expands,
sacrificing damage but affecting a larger area, giving more tactical options.
[b]Rust[/b]
(since Rust is still alpha I just rolled with the flow of giving feedback)
One of the best and good-looking survival type of games out there.
Still wish for more hazards(nature and military) for big base clusters like fire ,earthquakes, floods, hurricanes.
I can think of so many ways right off the bat:
A cruise missile approaching big bases where you need a self-made signal-jammer from parts found in the satellite-dish monument.
A bomber doing napalm bombing that spreads fire via bushes and forests where you need fire-extinguishers to defend.
A termite infestation on buildings that needs to be fought with a special-purpose spray that needs to be crafted.
Aggressive bee-hives that hunt players down and nest near buildings, could be fought with flamethrowers.
So PVP is not the only threat and not always the biggest.
(No, I don't hate big blobs of bases, not in the slightest)
[b]Garry's Mod[/b]
Great Sandbox game, just needs Awesomium-replacement and Multicore support, please. :v:
[QUOTE=Coolboy;49014349]
This is really fun, the procedural level generation is pretty awesome and I can't wait for the upgrades to work.
Really fun would be bonus like combos or no-damage-taken etc for money making.
The visuals are also quite good for such an early prototype and the audio fits it.
I would like to suggest a feature, I couldn't really hit anything with the deadly frisbee most of the time.
Maybe it could be implemented, if you hold the trigger down (and maybe how much) the disk expands,
sacrificing damage but affecting a larger area, giving more tactical options.
[/QUOTE]
I think I fixed the deadly frisbee to be easier to aim! :D
[IMG]https://media.giphy.com/media/SWTHseKxc2ZJm/giphy.gif[/IMG]
But seriously... no one but me seems to be able to use it, so obviously needs a real fix.
Thanks again for the feedback, definitely have to change it. I'm thinking about making it grow over time or come back more slowly. Got a couple of other ideas too, I'll make some changes to it next week hopefully and see if you find it easier?
The no-hit cash bonus is a good idea. Think I'll steal that :)
I've updated the Deuce build in the prototypes. The plan is to update the build at the end of every week so look out for an update on Fridays or over the weekend.
Key things that have been updated in this build:
* Visual Settings - I've added three presets for various visual effects. In game, pressing keys '1', '2' or '3' switches between Low, Medium and High settings and should improve performance on lower spec systems. These settings are independant to the resolution and quality settings found in the launcher. I'll probably expose individual settings in the future for effects such SSAO and Depth of Field but this should help in the short term.
* Updated serves - I noticed that there wasn't much difference in the low powered serve to the highest power. It's now a lot more noticeable!
* Combo meter - One of the things we are trying to encourage is different playstyles. Some players might prefer the risky approach of trying to win long rallies to inflict the most damage on their opponents per point whereas others might prefer to try and win each point as quickly as possible and grind down their opponents health. I've added a combo meter to assist these players, so if you win a point then the next point you win inflicts 1.25 times damage, the next point 1.75 times and so on. If you lose a point then the combo meter resets and starts to move in favour of the other player. You'll see the combo swingometer under the rally counter. Beware it's rubbish programmer art at the moment!
* Keyboard - you can play using the keyboard as well as a controller, I mentioned this in a previous post.
Next week I'm going to work on AI and special moves as at the moment they are both really basic. Also, we should get a new character working, you can see a sneaky peek of him in the character select screen but you can't pick him yet.
On top of that I'm aiming to do a proper blog next week to explain our choices of characters and courts and also provide a look at where we are heading.
Thanks to people who have given feedback so far, it's all helpful. Adam pointed out something that I should fix.... the menu works with controller or keyboard but the feedback button is selected with the mouse, I'll get around to fixing that at some point :happy:
[QUOTE=awcmon;49013573]most look like unity while facewound is written in their own sort of engine[/QUOTE]If it really is the same old game, then Facewound is from a pre-Unity, pre-Gmod, pre-indies-being-successful-or-popular world where Garry was trying to write his own engine without the coding experience or knowledge he'd take from bending Source to his whim.
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