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362
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Feedback / Finished / Re: Eidolon - Narrative Exploration in Post-Human Washington (Greenlit!)
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on: April 04, 2014, 05:17:02 AM
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I'm fascinated by game development. Even if it's the smallest technical thing you're working on or it's just some concept art or tweaking a menu or something, I think it would be worth sharing. Seeing a game come together is so great to see. I mean, an update doesn't even have to be showing progress, it could be on stuff you're thinking about game-wise or sharing some technical problem that's been irking you
Really like the look of the menus and that sunset (sunrise?) looks gorgeous
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364
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Feedback / DevLogs / Re: Instantion - 2D puzzle platformer
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on: April 03, 2014, 08:21:57 PM
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Hey, thanks for the email earlier. Didn't realize you had a devlog. Love the look of this game. I doubt we'll be getting The Swapper on IOS so this is the next best thing
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367
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Feedback / DevLogs / Re: Lift - flight sandbox - v0.2.0
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on: April 02, 2014, 08:20:30 PM
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Sounds like it's time for a city map or something. Close building to weave between, maybe a bridge to fly under. We flew around big open sandboxes long enough
As for players only seeing a fraction of the interesting planes, how about a weekly developer's choice, in which the coolest, most original or unique planes made that week are featured?
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368
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Feedback / DevLogs / Re: Lift - flight sandbox - v0.2.0
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on: April 02, 2014, 03:14:31 PM
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Yes I agree, your lack of sleep is to blame and not my overlong, confusing suggestion  BTW you nailed it. Integrate building into gameplay. Sounds like you're not convinced current design is working out, in terms of player numbers. As an experiment it might help to see if such a suggestion changes anything in this regard. So like Incredipede's setup? You're given a challenge and you need to construct a plane to complete it, as simple or complex as you like
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370
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Feedback / DevLogs / Re: Shield - A Stealth Puzzle *cocks gun* Platformer *kills self*
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on: April 01, 2014, 07:04:10 PM
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This is getting a much better response than I thought it would...
AI is hard. Not that its hard to program really but its just hard to figure out how smart/stupid to make enemies. The idea now is that enemies just go about their business until they see the player. All enemies have a line of sight and once the player enters it they become alerted and chase the player. If the player can break line of sight, and then hide in a hole or something, the enemy should return to their original position.
Buuuuuuuuuuuuuuuuuuuuuuuuuuut that is sorta dense? It might be better to make some Castlevania style enemies that just trigger when you get close and do their thing. Like charge you or throw a spear. That will probably make for more controlled gameplay.
Since I haven't played a lot of it, does anybody know how the Spelunky AI works for basic enemies like spiders and shit? After you trigger them to they then just chase you forever?
I think the first way works better if you're going for more of a stealth puzzle platformer approach and the player's goal is to figure out the best route to take to complete a level. I think in that context, the enemy AI wouldn't seem dense, but rather a part of the puzzle to consider. The rigid binary behavior works well in a puzzle format, where you'd want to be able to repeat the same process and anticipate how enemies will react and behave. The other way, with the more complex AI, seems better suited for an action platformer, where the focus is more on managing and defeating different enemy types with your limited abilities.
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372
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Feedback / DevLogs / Re: Super Mutant Alien Assault
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on: April 01, 2014, 04:47:18 PM
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Thanks guys. Agreed, I'm consistently floored by Fabians art. This looks great, very vibrant But seriously? And mobile is pretty unlikely as I would never play a game like this with touch screen controls.
Vlambeer's Super Crate Box has a similar set-up. Move left, right, jump, shoot, hectic twitchy combat platforming. It works perfectly. I don't see why this game couldn't work well on mobile I appreciate your thoughts on the matter. I'm not saying it won't happen, or that I've ruled it out. But you have to realize that I'm the kind of guy that won't play an FPS on a console unless its exclusive & co-op. I just can't stand sub-optimal controls. And I don't think anyone would argue that touch screen controls are sub-optimal compared to a controller. Additionally, my game has 4 extra buttons than super crate box. Grenades, Special ability, defense ability, and use. I believe that makes it considerably harder to make work well for touchscreen than Super Crate Box was. Oh, yeah, that's certainly more complex. But man, this is the kind of twitchy hardcore action I love to see on mobile. Love the weapon variety and how chaotic the gameplay looks
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373
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Feedback / DevLogs / Re: The Masterplan
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on: April 01, 2014, 10:11:00 AM
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I had seen this on Reddit last week, looks great. Awesome that you guys started a devlog, eager to follow this
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375
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Feedback / DevLogs / Re: Super Mutant Alien Assault
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on: April 01, 2014, 05:06:08 AM
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This looks great, very vibrant But seriously? And mobile is pretty unlikely as I would never play a game like this with touch screen controls.
Vlambeer's Super Crate Box has a similar set-up. Move left, right, jump, shoot, hectic twitchy combat platforming. It works perfectly. I don't see why this game couldn't work well on mobile
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376
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Feedback / DevLogs / Re: Son of Nor
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on: April 01, 2014, 04:11:33 AM
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Wow, this looks great. I love the style, the look of the mechanics. Probably the coolest use of terraforming since Fracture or Red Faction. Will definitely be following this project now
But what the hell, why is no one else posting here? I hate seeing threads where it's just the dev posting for months.
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377
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Feedback / DevLogs / Re: Relativity
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on: April 01, 2014, 04:00:55 AM
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The new art style looks wonderful. I liked the original look, but this really stands out
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378
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Feedback / DevLogs / Re: Brigador, isometric vehicle combat *TRAILER*
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on: March 31, 2014, 06:03:36 PM
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Man....  Matador sounded really good. The name had a really nice flow to it, just sounded right. Brigador doesn't have the same ring IMO But I'll get over it. I was annoyed when Incognita became Invisible Inc., but it's the game that matters. Can't wait to play this. Any idea when it'll be on Early Access
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379
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Feedback / DevLogs / Re: Relativity
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on: March 31, 2014, 05:46:28 PM
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That style would look great for this game. It reminds me of the sketched look Cloudbuilt has 
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