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Ichigo Jam
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« Reply #15 on: August 11, 2011, 03:07:19 AM » |
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I played v0.1.5 yesterday, and 0.1.6 today. I found you'd already addressed the main things I was going to complain about! (The reversed controls and the zoomed-in camera)
So good work on that; the game is quite pleasant to play now and I like the art style! I found the overall pacing worked nicely - slightly laid-back rather than very arcadey.
Just some minor niggles:
I think you could make the default camera zoom a bit farther out though, or add some sort of map. Currently it's kind of hard to get much feeling about the overall layout (although I'm sure a part of this is the current repetitive scenery graphics.)
When travelling at high speed, the camera lags a little which means your ship gets closer to the edge of the screen in the direction it's travelling. Which is kind of the opposite to what you want when you're playing.
The damage level for hitting things feels a bit off - I think you're using the total speed of the ship to calculate damage, rather than the component of the velocity that is perpendicular to the surface. More importantly, there isn't enough feedback to the player as to how much damage they're taking. (Oh, and using a damage bar rather than a health bar makes it quite hard to tell how close you are to a game over.)
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astrofra
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« Reply #16 on: August 11, 2011, 12:23:37 PM » |
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Interesting ! I knew that people could go crazy with the reversed controls, so I hurried up and fixed that. It works better, indeed. I'm happy to read that the pace actually appears as a good compromise. You comments about the formula used to evaluate the damage is incredibly relevant : I spent the whole week to find a correct formula based on the speed, 'trying to avoid the classic dot product between the 'collision_normal' and 'velocity' (as I'm not that comfortable with it  ). I'll have to get rid of this crappy formula, and do what you suggest. Good remark about the 'health' VS 'damage' bar. Thanks for all these constructive comments !!!!!
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astrofra
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« Reply #18 on: August 22, 2011, 02:15:41 PM » |
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Late update  I worked on a minimap. Currently, only the shape of the level appears on the map, but it will be easy to add the location of the artifacts, bonus, the current position of the player and such... This map is automatically traced by the game (a double for() loop with a series of raycast...), so that I won't have to touch the maps manually each time a level is updated.  
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astrofra
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« Reply #19 on: August 22, 2011, 10:38:52 PM » |
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'Started a new one this morning   This minimap made me realize how the level really look like. I definitely love this 'cave' atmosphere. Besides, I might help the player to identify the level rapidly, even more than the name of the level itself (that I should swap with the artifact counter, btw).
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Inanimate
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« Reply #20 on: August 22, 2011, 11:12:33 PM » |
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Woah, how does this not have more comments?
It's too late (and I'm too tired) for me to give this a whirl, but I just want to give you some encouragement. Amazing style you have!
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astrofra
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« Reply #21 on: August 23, 2011, 01:31:00 AM » |
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Woah, how does this not have more comments? Summer vacations, maybe ? :D Or maybe the 10% progress ? Or simply because they are hundreds of other kickass projects out there :p Thanks for the kind post, anyway 
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« Last Edit: August 23, 2011, 02:03:25 AM by astrofra »
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astrofra
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« Reply #22 on: August 24, 2011, 03:34:30 AM » |
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astrofra
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« Reply #23 on: August 31, 2011, 10:30:23 PM » |
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Hey ! Here's a quick test I did with a bitmap-generated level : the level is built from a bitmap (previously drawn in Photoshop), with pixels & colors standing for blocks, artifacts & bonus. It seems to works quite well, and I think I'll try to fine tune the result, and make it look less systematic/procedural  
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astrofra
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« Reply #24 on: September 15, 2011, 10:30:20 AM » |
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Update : * Bitmap-based level. * Multi resolution blocking. * Per-block UVs coordinates. * Random rotation/z-offset.
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astrofra
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« Reply #25 on: September 28, 2011, 06:47:00 AM » |
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I'm rather busy in real life those days... In the meantime, here's a screenshot of some decorative assets...  
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sonicblastoise
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« Reply #26 on: September 28, 2011, 11:13:24 PM » |
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astrofra! O man! This is looking great! I love the look of the lander and I love the font and art style so far. I'm so glad I caught this before it got sucked into the abyss of page 2 and beyond in devlogs. I loved Lunar Lander and love physics-based games in general so I tried it out right away. First thing I noticed though were the reversed controls. I read already that you changed it, but I think you should change it back  Partly because it would match the actual firing of the thrusters (right key, right thruster, leftward movement), and partly because it's the control scheme from the original Lunar Lander!  But, even if you don't, I can understand why and I'm sure I'll get used to it. Otherwise it's looking GREAT. I love the look of the lander. Did i already say that? Who cares. I'll say it again: LOVE THE LOOK OF THE LANDER. Also loving the bitmap-derived map-making! Keep it up!
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astrofra
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« Reply #27 on: September 28, 2011, 11:43:03 PM » |
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astrofra! O man! This is looking great!
Ahah, beat me if this is not a fan letter  Thanks a lot for the warm comments. First thing I noticed though were the reversed controls. I read already that you changed it, but I think you should change it back  HA! At last, someone understood! That's absolutely right, the 'reversed' control makes sense because each button is meant to trigger its collateral thruster. Anyway, the main screen of the game lets you decide if the controls are reversed or not. Thanks again, I'll keep ppl posted about the progress on this project 
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astrofra
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« Reply #28 on: October 16, 2011, 12:08:02 PM » |
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AaronLee
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« Reply #29 on: October 16, 2011, 04:37:53 PM » |
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If that is working on android then you've won me over. Full stop.
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