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342
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Feedback / DevLogs / Re: XenoRaptor [Current Build: 07/April]
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on: April 09, 2014, 08:47:36 AM
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Two more suggestions: - A menu option to return to the Hangar from the Target Practice map. As far as I can tell, you can't just exit to the Hangar; you have to go to the main menu and then to Hangar.
- More detailed weapon descriptions. For example, I wouldn't have known plasma rounds stop enemies from firing their weapons if you hadn't mentioned that in the thread here. Or the photon modifier says it's really fast laser bullets, but how does that affect missiles or railgun? (Speed boost or faster rate of fire going by gameplay, but that's not really clear from the text)
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344
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Feedback / DevLogs / Re: XenoRaptor [Current Build: 07/April]
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on: April 08, 2014, 05:48:12 AM
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Nice, yeah the improved visuals are really noticeable. Big improvement.
One thing I'd like to see is an enemy counter, so we can know how many enemies are left to kill to finish the wave. Would be pretty satisfying to see the numbers dropping as you blow everything away.
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346
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Feedback / DevLogs / Re: XenoRaptor [Current Build: 07/April]
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on: April 07, 2014, 05:59:48 PM
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Did you spruce up the visuals in this build? Everything just seems...more vivid, bolder maybe? Like one example, the Megatank's projectiles seem bigger, more fiery. idk, not sure how to exactly describe it. Maybe it's just me
Also, my mouse wheel binding for special weapon isn't saving again. I'll set it, exit out, start the game again, and special weapon will be "none".
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347
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Feedback / DevLogs / Re: XenoRaptor [Current Build: 07/April]
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on: April 07, 2014, 04:50:28 PM
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It's easily embedded html5 video.
Works really nicely as a gif replacement, a similar quality animation from most games will be about 10% of the filesize. You can also have the same size but 10x as long etc.
The ones in the gallery are at 60fps, whereas with gifs I generally had to go with 15 or 20.
Interesting. I kind of like the short length of GIFs, it's like the devs have to choose the best part of the footage that best represents game in that short clip I'm curious. Since this will likely be Greenlit in the next batch, what's your plan? Get XenoRaptor onto Steam and/or Early Access as soon as possible once Greenlit or wait and add more content first, or just finish the game and do a full release? Oh, and I've been keeping NeoGAF updated on XenoRaptor
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348
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Feedback / DevLogs / Re: Let's Go Camping! = Kickstarting!
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on: April 07, 2014, 12:39:19 PM
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This is probably going to come across as negative, but I mean it is an honest opinion. I think you maybe should have waited a bit longer before launching the Kickstarter. As an avid reader of the devlogs here, I know all about the project and have been following it, but to the average person who might come across the game? There's isn't much shown compared to the ideas and concept art on the page. I personally think the game would have benefited if the page had shown the different kinds of arrows, models of the more absurd enemies instead of art and descriptions, early unfinished footage of dungeon crawling showing off basic combat and survival mechanics; stuff like that
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349
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Feedback / DevLogs / Re: How to Be a Tree
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on: April 07, 2014, 10:36:47 AM
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That's so charming. Look at that little tree learning to move. There's a bunch of personality in those animations.
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351
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Feedback / Playtesting / Re: Turn-based action platformer with ninjas. Also grappling hook.
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on: April 06, 2014, 04:37:24 PM
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Oh, I hope that didn't come across as negative, that wasn't the intent. I meant that in a good way. Personally, I remember my first reaction was kind of like Gunpoint with Ninjas, due to the pixel style, crashing through windows, jumping into enemies to stun them. But with all the additions and improvements, the game has really developed into something with a unique style all its own and so much potential for expanding the mechanics. I can't think of any other turn based stealth action game like this, expect for Klei's Invisible Inc. Swinging through a window, shooting one guy, lunging at another, deflecting a bullet, striking down the last guy, is so satisfying
A few more ideas: - I think enemies should run when they come to investigate a broken window, or dead body. Right now they just leisurely walk over - What do you think about the ability to pause anytime while out of combat? There have been times where I want to jump off a roof and hook onto the wall while falling but it's hard to do. Being able to pause when you want would be useful - I think limited pistol ammo would improve the gameplay, make it more of a tactical decision to choose between killing a guy from afar or getting up close - As for gear and controls, maybe have the deflect/defend be tied to gear? So then you could have special abilities linked with certain equipment. This would allow for the player to customize their playstyle (different gear means a different ability) - I think that idea you have an ability when you're in the air kind of fits into what I was suggesting. Defending is available when you're still. A slide attack would be available if you're running. A ground hook would only be available if you're in the air. Something like that.
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352
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Feedback / Playtesting / Re: Turn-based action platformer with ninjas. Also grappling hook.
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on: April 06, 2014, 02:23:30 PM
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Another update. If you look closely you will see some upcoming objectives I'm working on.
I need help with basic mission structure.
My thought process so far:
1. Assassinate the target. 2. Retrieve his keycard/hand/eye/some other key and use it to access a locked room/computer etc. 3. Escape.
How can I make this mission more interesting? How player can soften up guards? Destroy a generator so lights go off? What kind of choices and planning player has to do? I need fresh ideas! :D
I definitely like the option of shutting the power off. Then you could have enemies use flashlights, and you would have to maneuver around the beams to remain hidden. How about security measures? So maybe not every guard will try to shoot you if you're spotted. Some will head for the alarm, which would bring blast shutters down over the windows, and maybe activate defensive laser grids. Disabling the alarm before hand or killing the enemy who activates the alarm would be your ways to deal with this. Vents and elevators would allow for more stealth options and ways to approach rooms. Would be cool to kill a target through an elevator roof I also wish there were more options besides movement, dodge, attack. Like non-offensive gear like stun grenades, noisemakers, etc. Or special moves that depend on your state during a turn. Like let's say you're running towards an enemy during your turn, you could perform a slide that evades their laser sight and stuns them. Or if you're in the air, you can perform a grapple dodge that pulls you straight down to the ground. These moves wouldn't be available if you were standing still or on a wall. So this would make the player plan more how they want to approach a group of enemies. As for upgrade ideas: - Spiked grip - lets you to stick to ceilings - Disarm hook upgrade - use hook to pull gun away from enemy - Scorpion hook - like Mortal Kombat's Scorpion, lets you perform a long range kill with your hook (might fit better than the pistol) - Cloaking - remain invisible for X amount of turns - Decoy ability - a hologram decoy that distracts enemy attention Oh, and on a side note, I originally felt this game was too much like Gunpoint, but it's really come into its own with these updates, love the direction you're taking. I'm curious, do you plan for this game to be a paid release or freeware game?
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353
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Feedback / DevLogs / Re: AEROBAT - absurdly high-speed arcade shmup-like
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on: April 06, 2014, 01:22:42 PM
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A friend of mine was playing this. His impressions was that it had too much of a "mobile" feel The game isn't bad, but there isn't really much to it and I can't quite shake the mobile feeling I am getting from it. Personally I like the simplicity. The game is definitely leaning more towards delivering a frenetic visual spectacle than deep shmup gameplay, and in that regards, the catch-and-release mechanic works in its favor.
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354
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Feedback / DevLogs / Re: Screenshot Saturday
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on: April 05, 2014, 10:00:11 PM
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Wow, this looks amazing. Love the atmosphere. Will you start updating your devlog again? And is there any gameplay footage yet?
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355
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Feedback / DevLogs / Re: Super Mutant Alien Assault
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on: April 05, 2014, 08:33:48 PM
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So I tried the flash game and it's seriously addicting. This game just shot up my most anticipated list. Can't wait to see how you've fleshed out the mechanics, the visuals are already massively improved from the screenshots. There's definitely a Super Crate Box vibe, but I'm actually enjoying your game more: the mix of limited ammo, the primary goal of powering up the reactor, the evolving enemies. It all comes together really well.
Honestly, if preorders were available, I probably would have bought SMAA already; the flash game definitely sold me.
What kind of perks and abilities are you thinking of?
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359
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Feedback / DevLogs / Re: Screenshot Saturday
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on: April 04, 2014, 02:52:02 PM
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I had been following this game, a bit hesistant to preorder because the last blog update was all the way back in February and I couldn't find any more recent info on development. Looks like it's progress nicely though
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