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1076026 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 02:58:19 AM
TIGSource ForumsFeedbackDevLogsSpaceHero Command
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Scut Fabulous
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« Reply #480 on: April 22, 2012, 05:58:22 PM »

Very simple, easy to remember. 
Considering the number of people out there with colour blindness, try checking your screens in greyscale to see if the values of each colour are easy to tell apart.  You could also make the outlines of each colour textured with hash patterns or something so that they have a further visual distinction.

(I know that isn't the sort of thing you are primarily concerned with right now, it just springs to mind whenever I see 'traffic light' colour schemes used  Smiley  )
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happymonster
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« Reply #481 on: April 22, 2012, 11:33:21 PM »

Yes, the brightness values will be different so the colours can be recognisable for people with colour blindness.
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happymonster
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« Reply #482 on: April 24, 2012, 12:29:09 PM »

I've been working on letting you pick the direction you want to turn in at the end of a movement path (or if you just want to turn without moving to a new location). I'm trying the approach of splitting the grid tiles up into a grid of 3 x 3 squares. This will not be shown visually, but think of the grid of tic-tac-toe squares.

The middle square will not lead to a change of direction, but all the other 8 will lead to that direction being selected to turn if you click in there. This is highlighted by the arrow for that direction brightening in colour.

A little hard to explain, but seems to work ok so far. If it works out ok it will make moving and turning a one-click / one-button process. The biggest problems is trying to make the highlighted direction for where your mouse is more obvious and the smaller area for clicking on can make things slightly fiddly, but I think it could work! Now to actually add in the turning though so I can test it out properly! Smiley
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happymonster
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« Reply #483 on: April 28, 2012, 10:26:59 AM »

I've now implemented turning at the end of a move path and added a directional arrow to make it easier to see. This works well, I just need to add in turning in the same square as well so that you can look in different directions without moving to a new map square.



 Smiley
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Manuel Magalhães
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« Reply #484 on: April 28, 2012, 02:44:01 PM »

This is looking pretty cute and interesting. I'm looking forward to play it. (and its eventual demo if any) Smiley
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eigenbom
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« Reply #485 on: April 28, 2012, 03:39:45 PM »

looking good dude Wink
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happymonster
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« Reply #486 on: April 29, 2012, 02:25:30 AM »

Musings

I've now implemented the turning on the same square functionality. Also fixed a few bugs I found with other parts of the game..

Although it's tempting to rush into more exciting things like opportunity fire and other game related processes, in this case I am resisting this urge. The reasoning for this is that the more low level work I have done on the interface (with regards to making it easier to turn and adding visual indicators), is greatly improving the feel of the game.

I could leave some of this work till later, but if I played the game I would have a nagging sense of the clunkiness of the interface (and hence the gameplay). And I think this would negatively affect how I viewed the overall game - regardless of the quality of the game itself. There are always things we don't see when we are writing a game, that other people point out and that improves the game. But if we see something ourselves that would improve the higher levels of the game, then I'm keen on fixing them first to improve the feel and experience of the whole game.
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happymonster
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« Reply #487 on: May 01, 2012, 09:50:01 AM »

My poor devlog keeps sinking down the forum. Sad

Well, not much time at the moment - I'm getting married in 4 weeks so pretty busy!

 Gentleman
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Scut Fabulous
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« Reply #488 on: May 01, 2012, 01:06:10 PM »

We are all awaiting the playable demo of Spacehero Command... when it's ready.

Congrats on getting hitched!   Beer!
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AaronLee
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« Reply #489 on: May 01, 2012, 02:06:08 PM »

Indeed, cheers!

Loving the graphics, saw your screenshot in the Screenshot Saturday thread.
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eigenbom
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« Reply #490 on: May 01, 2012, 03:21:24 PM »

Getting married? Very big congrats dude. Grin Speaking from my own experience, I hope their wasn't a Bridezilla involved...  Cheesy
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Belimoth
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« Reply #491 on: May 01, 2012, 04:03:13 PM »

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.
« Last Edit: May 01, 2012, 05:06:29 PM by Belimoth » Logged

Franklins Ghost
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« Reply #492 on: May 01, 2012, 10:00:50 PM »

Congrats on the marriage Gentleman Hopefully it won't be a final crazy 4 weeks. Have my own in 6 months so understand the stress of planning a wedding.

Any plans on making a new video?
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happymonster
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« Reply #493 on: May 02, 2012, 12:29:04 PM »

Thanks guys!

My plan is for a technical preview (i.e. may not have much gameplay!) before the wedding.  Gentleman
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Birdorf
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« Reply #494 on: May 06, 2012, 08:34:18 AM »

I've not logged in for a while, game's looking great, hope your big day goes well.
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happymonster
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« Reply #495 on: May 06, 2012, 11:56:56 AM »

Thank you! Things have been super busy here, but I hope to actually get some time to do more on the game tomorrow. Smiley
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IndieGamesDig
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« Reply #496 on: May 06, 2012, 03:43:07 PM »

If you happen to remember, could you message me when/if you complete the gameplay vid?
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ScaryPotato
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« Reply #497 on: May 06, 2012, 06:10:34 PM »

You have put so much thought into this game so far (just randomly saw a bit about values of different colours for colourblind people)! Details like that are often overlooked, but it means the difference in playable/non-playable games in some cases. It will be really great to see an example of it in action!

After all the stress of planning and finalizing something like a wedding, you're going to need a bit of time to relax. It'll be well earned though. Congratulations! Beer!
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happymonster
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« Reply #498 on: May 07, 2012, 01:36:05 AM »

Thanks! Smiley
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happymonster
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« Reply #499 on: May 07, 2012, 07:55:01 AM »

I've just started (finally) on adding in opportunity fire. This will take a bit of work, but when it's implemented in full it will make everything feel more like a game.
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