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tyronehenrie
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« Reply #45 on: September 21, 2010, 03:29:21 PM » |
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Hey guys, I got another playtest if you have a moment. I haven't been able to put a lot of time in as I've been working extra to pay bills, and prepping to move about 2500 miles across the US... The only thing different with this version are the controls. I completely changed them so hopefully they're a bit more user friendly. http://games.pixelmega.com/catapult/control_test.htmlIf you hold the right mouse button (or B on controller) you can guide the shot so it's no longer fire and forget, it's more like fire and guide. The more you use the aftertouch, the more it slows down the payload, so you have to be a little careful with it. I'm thinking that visually when you add aftertouch it will look like little magic burst / ramps under the payload, guiding it along. The controls now work with the Xbox360 gamepad, so if you have one and would and would be kind enough to test it I would love you even more than I do now. The controls only work in-game, no menu / inventory support yet. Please let me know what you think. Next up: New payload attachment ideas and graphics upgrades.
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« Last Edit: January 10, 2011, 09:09:05 PM by tyronehenrie »
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Scut Fabulous
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« Reply #46 on: September 21, 2010, 03:52:36 PM » |
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Ahhh. I wuv artillery duel type games. 
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tyronehenrie
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« Reply #47 on: September 21, 2010, 03:58:43 PM » |
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Sweet! *high five*
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Landshark RAWR
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« Reply #48 on: September 21, 2010, 04:01:34 PM » |
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I like the new controls but being able to move it around while its flying with such magnitude made it seem too easy, there were also some camera issues in the oil spill level, the camera would face directly down while aiming, and when i did the ogre level I couldn't aim at all.
still fun but too easy now, i feel like im cheating with the payload control.
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tyronehenrie
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« Reply #49 on: September 21, 2010, 04:06:17 PM » |
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Nice, thanks a ton for that. I haven't even tested all of the levels yet! I can totally see how that can happen with the oil spill level though.
I've definitely got some tweaking to do with the aftertouch, and you're right that it's well over-powered at the moment.
Actually I'm pretty sure that very few levels will exist in their current state in the final game. Once I nail down the feel of the controls as well as most of the payload combinations I'll get the level progression to make more sense and have an appropriate difficulty to it.
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allen
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« Reply #50 on: September 21, 2010, 04:42:30 PM » |
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I kinda liked the original controls. The new controls aren't bad though, would it be too much work to include both via an options menu?
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Scut Fabulous
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« Reply #51 on: September 21, 2010, 04:53:18 PM » |
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This game is great, the attitude is fun, me likey. List of nitpickity backseat driving follows:
- would like more freedom with the camera especially after my shot lands, I find I'm swinging it around to see what the end effect was and I can't get enough elevation because it's hampered by the terrain. - option to elevate the camera whilst aiming (unless I missed it), I usually can't spot the red aiming line as I traverse my mighty catapult - if I bring the inventory up after I've completed the mission objectives, it stays up until the post-mission cutscene has completed - an option to skip cutscenes would be nice, mostly when you're re-doing a level and you already know the backstory
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tyronehenrie
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« Reply #52 on: September 21, 2010, 05:12:15 PM » |
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Hmm, so the tradeoff with the new controls was easier pick-up and play, but less camera freedom. Maybe I need to find some place in the middle. Both isn't really an option. A secondary reason for changing the control scheme is to allow for some payload attachments that I'm planning. The method of control would be similar to the aftertouch, so the player will already be used to it. If anyone has any control configuration suggestions that would allow for simple game play as well as complete camera control whilst avoiding the kludge I'm all ears. @Scut Fabulous - You're a perfect candidate for this little experiment. If you read this and have a moment, try the old controls. It has more of the camera freedom you crave. http://games.pixelmega.com/catapult/play.html
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Scut Fabulous
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« Reply #53 on: September 21, 2010, 06:02:31 PM » |
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New aiming system is definitely more intuitive than the old system. Hmmm. Could there be a new key for freelooking? Tab perhaps?
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tyronehenrie
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« Reply #54 on: September 23, 2010, 10:58:05 AM » |
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Ok guys, how 'bout now? http://games.pixelmega.com/catapult/control_test2.htmlI think I may have been a bit misguided in what I was trying to achieve with the aftertouch, so I took it out. The new controls have the camera freedom and the simplicity I'm going for. It's not perfect, but I'm liking it. Let me know what you think.
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Scut Fabulous
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« Reply #55 on: September 23, 2010, 11:26:21 AM » |
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Works great. I love being able to drag the camera along the trajectory path and then swivel it around, very useful for post-launch analysis.
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oyog
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« Reply #56 on: September 23, 2010, 04:00:09 PM » |
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Dang. I had not intended to play a game for an hour.
What is it about games involving trajectories that's so addicting?
First Worms Armageddon and now this...
Good stuff. Any idea why my scroll wheel scrolls up and down the page while zooming in and out?
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tyronehenrie
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« Reply #57 on: September 24, 2010, 03:28:55 AM » |
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You can maximize your browser so there are no scrollbars, but yeah I would have to look into it.
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tyronehenrie
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« Reply #59 on: January 10, 2011, 09:08:47 PM » |
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Catapult is coming along swimmingly. I've mostly been working on game design / code and there are a ton of new changes and features, but there isn't a lot to show yet. Among other things, I've re-factored the launching code to allow for multiple catapults and upgrades. Now you can compete against other AI catapults. If I had the time I've got some cool ideas for multiplayer, but that probably won't happen before release.  There are a lot of new payloads and mods that are a lot of fun to play with. Here are a couple.  and  The campaign story is all mapped out and now it's time to start making it and making it pretty! I'm so excited for this you guys. Thanks for all the kind words in the past, they still drive me today. Also, here is a my first podcast interview from the cool guys at Chroma Coders. It's kinda funny to read the transcript as he calls this place "tick source" haha. http://www.chromacoders.org/blog/?p=809Also, I hope to meet everyone I can at GDC this year. I'll probably be rooming up with the guys that made The Dream Machine. CANNOT WAIT. 
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