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1068
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Feedback / DevLogs / Re: moonman
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on: May 08, 2012, 03:18:37 AM
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I will take out my platforming angst on the tree itself, with axes. As soon as you put that feature in.
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1069
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Feedback / DevLogs / Re: moonman
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on: May 08, 2012, 03:03:01 AM
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Update: Stacks! Stacks are like platforms, but you can only land on the top-most block of a vertical pile. The wood and leaf blocks in the tree below are both of the "stack" collision type. The anim makes more sense than I can.  I like this. However, the last part of the gif where you dropped from a branch to the top of the leaves below seems odd and counter-intuitive. This could be solved by having a hierarchy of stack blocks, but that might kill the elegance depending on how it's coded now. Who knows what other block types might be stacks in the future? I can see this getting out of hand.
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1073
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Feedback / DevLogs / Re: Cerberus
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on: May 03, 2012, 02:03:36 PM
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I like where this is going, looking forward to getting something playable.
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1076
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Player / General / Re: Kickstart This Shit
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on: May 01, 2012, 08:53:07 PM
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I scrolled down half the page before I saw a gameplay screenshot and even that didn't tell me anything other than "maybe a 3rd person sort of game in a museum?" I don't want to watch behind the scenes videos, I don't want to read the lore before I even care about the game-- as someone who might want to donate/invest/whatever money, I want to know, IN BOLD, INSTANTLY, what the hook is. Note that this isn't my actual thought process, but the thought process of many who would glance at this sort of project. I searched for a hook in the manner described. What I found was the word VOYEURISM in caps. I'm into that so I guess I should donate.
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1077
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Feedback / DevLogs / Re: SpaceHero Command
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on: May 01, 2012, 04:03:13 PM
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Just played Laser Squad out of curiosity. It was hard and I killed my own dudes. Now that I have context to understand the videos I believe this will be fun. As an alternative suggestion, you could give radically different effects for different shot types. For instance a snap shot could provide a free move, simulating a unit hustling from cover to cover. An auto shot could have a low chance of actual damage, but suppresses a target making it easier for other units to outflank it or attack it.
I like this idea. Suppression could sap an opponent's AP? I imagine a scenario where one human flanks and suppresses an alien that is covering a door. The doorway is now free to move through, as the alien does not have enough AP for an attack of opportunity. Alternatively, some guns could just have a suppressive effect whenever they are shot. Robots could be immune to suppression. I am new to these kind of games so do not value my opinion.
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1079
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Feedback / DevLogs / Re: Bomb and Flag
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on: April 29, 2012, 07:44:01 PM
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Stratego is the shit, and the possibility of different scenarios and rulesets for it makes me excited.
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1080
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Feedback / DevLogs / Re: Echo Squad [Working title] - a Battlefield demake!
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on: April 29, 2012, 07:28:26 PM
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This project is dead AFAIK so here is the best build.Here is the most current build. What It's Got: -SFXR sound effects. -Mentally-challenged bots. -Levels, classes, etc loading from XML files. -Level editor with incomplete support for props (see if you can guess the secret tree key). -A special block to test ladders/monkey-bars. -Actual ammo system. -Some sort of message system. -Throwable kits (that don't do anything). -Super nice platforming and controls. -Super buggy collisions between bullets and moving players and an unregulated timestep. Bonus diagram of how jet combat could possibly work:
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