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December 30, 2014, 06:03:00 AM
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Suedeash
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« Reply #2740 on: September 07, 2013, 08:57:18 AM »

The comments in the community section of your Steam page are pretty harsh. But can I ask, will I still be able to get the game from the Humble Bundle, or do I have to get Steam? I've never used it, so pardon me if I sound like an idiot.
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Leonick
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« Reply #2741 on: September 07, 2013, 09:24:21 AM »

I very much doubt he'd remove it from humble.
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Orrus
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« Reply #2742 on: September 07, 2013, 09:30:53 AM »

Just spent $8 for this game on Steam, immediately regret it.  No ability to rebind keys in game or via ini files?  Thanks for the giant F-You to left handed gamers.  Not everyone in the world uses WASD.
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Leonick
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« Reply #2743 on: September 07, 2013, 09:42:03 AM »

Just spent $8 for this game on Steam, immediately regret it.  No ability to rebind keys in game or via ini files?  Thanks for the giant F-You to left handed gamers.  Not everyone in the world uses WASD.
Early Access. That's the two key words here.

Pretty sure keybinds is something you can expect sooner rather than later though.

The comments in the community section of your Steam page are pretty harsh.
Indeed. A lot from people who only look at one screen shot and see a minecraft clone...
Can't help but feel it might have been a good idea to wait for the new art assets before launching on steam (but hey, not my decision).

Might be a good idea to flesh out the description with more details regarding what's in the game now, what's coming soon and what's planned but not coming quite so soon.
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Rat Casket
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« Reply #2744 on: September 07, 2013, 09:50:54 AM »

Just spent $8 for this game on Steam, immediately regret it.  No ability to rebind keys in game or via ini files?  Thanks for the giant F-You to left handed gamers.  Not everyone in the world uses WASD.

Early access, broheim.

And guys don't sweat the forums. Steam forums are a literal toilet.

JUST DO YOU.
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« Reply #2745 on: September 07, 2013, 10:03:02 AM »

Just spent $8 for this game on Steam, immediately regret it.  No ability to rebind keys in game or via ini files?  Thanks for the giant F-You to left handed gamers.  Not everyone in the world uses WASD.

I didn't even know left handed gamers existed..
I know a left handed guy, but he's a right handed gamer..

Do all left handed gamers use some kind of alternative keyboard layout? Otherwise I can't see how wasd wouldn't still work..

This guy seems to use WASD without a problem. I call troll!

« Last Edit: September 07, 2013, 10:10:25 AM by Seiseki » Logged

Interrupt
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« Reply #2746 on: September 07, 2013, 10:18:56 AM »

Just spent $8 for this game on Steam, immediately regret it.  No ability to rebind keys in game or via ini files?  Thanks for the giant F-You to left handed gamers.  Not everyone in the world uses WASD.

Soon:


The UI still has some issues, but I probably could kick out an update pretty quickly that lets people change the bindings via editing that options.json file.

Might be a good idea to flesh out the description with more details regarding what's in the game now, what's coming soon and what's planned but not coming quite so soon.

I have that stuff in the 'early access' area, but I'm not sure if anyone actually reads that. Probably a good idea to make it more prominent. [EDIT] Updated the Steam store to repeat the 'this is still in beta' section down in the description as well.

I still like the big pixel style, but it really does seem that Minecraft ruined it for everyone judging by the comments I see. Maybe I should have gone the flat shaded polygon route, that hasn't been killed yet Smiley
« Last Edit: September 07, 2013, 10:31:52 AM by Interrupt » Logged
Joshua
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« Reply #2747 on: September 07, 2013, 10:35:56 AM »

No way! Chunky pixels!  Kiss
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Leonick
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« Reply #2748 on: September 07, 2013, 10:51:21 AM »

I have that stuff in the 'early access' area, but I'm not sure if anyone actually reads that. Probably a good idea to make it more prominent. [EDIT] Updated the Steam store to repeat the 'this is still in beta' section down in the description as well.

I still like the big pixel style, but it really does seem that Minecraft ruined it for everyone judging by the comments I see. Maybe I should have gone the flat shaded polygon route, that hasn't been killed yet Smiley

Oh, I know it's there, but as you say I think a lot of people skip it. It's also just a block of text, having a more concrete list would probably be good.

Yea, Minecraft sure has had an odd effect in that way, use pixel art and you're a Minecraft clone, have 'blocky' environments and you're a Minecraft clone. You're probably lazy as well :p

I do think part of it is that you currently have these very simple, well defined textures (a thing you actually do have in common with minecraft), once the new art is in I think it might alleviate the problem a bit due to it being somewhat more detailed. A doubled resolution would probably have done away with a bit as well, still, there would still be loads of whining about blocks, voxels, minecrafty, retro, pixels. Just the way it is, people love to complain.
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« Reply #2749 on: September 07, 2013, 10:53:33 AM »

Big congrats for making it on Steam guys. I look forward to checking it out after work. Beer!
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« Reply #2750 on: September 07, 2013, 10:58:01 AM »

Ultima Underworld with randomly generated dungeons?

Yes, please.

Ignorant people are going to find faults no matter what. I like the chunky pixels.

I tried doing something similar to this once, but I couldn't figure out an interlocking room/tile design that made me happy.
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Pemanent
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« Reply #2751 on: September 07, 2013, 10:58:47 AM »

Dang man you're getting ripped apart. Fuck em. Stick with the chunky pixels. It fits the game and it works.
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« Reply #2752 on: September 07, 2013, 11:38:21 AM »

Purchased, by the way.

Its sort of surreal to see something that I follow here show up on Steam.
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« Reply #2753 on: September 07, 2013, 12:17:21 PM »

Hey-o, Interrupt!  Just bought the game last night, and am really enjoying it!  Hopefully this is where you post suggestions, 'cause here we go:

Secret areas behind waterfalls (C'MON PLEASE <3).
Loot in the water in the "large water" rooms.  (Give a hint as to where it would be by a marker on the roof or something.)
Capability of setting how many floors you would like to play through.
More items/armour/weapons/pots (with effects like +atk, +def, +magicatk).
More enemies/traps/bosses.
More area skins.
Capability of setting how many floors you would like to play through.[2]
Perhaps side-quests?
Item descriptions (How much health regen, how much better/worse an item is).
Perhaps add shields and make blocking a possibility, making combat more in-depth..?

Well, I hope this is what you're looking for, 'cause BAM.
Keep up the great work, will recommend.. Already got one friend to buy it, I'll try getting some more to Smiley 

Oh, and keep the skin.  Tongue
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« Reply #2754 on: September 07, 2013, 12:33:16 PM »

Hey-o, Interrupt!  Just bought the game last night, and am really enjoying it!  Hopefully this is where you post suggestions, 'cause here we go:

Secret areas behind waterfalls (C'MON PLEASE <3).
Loot in the water in the "large water" rooms.  (Give a hint as to where it would be by a marker on the roof or something.)
Capability of setting how many floors you would like to play through.
More items/armour/weapons/pots (with effects like +atk, +def, +magicatk).
More enemies/traps/bosses.
More area skins.
Capability of setting how many floors you would like to play through.[2]
Perhaps side-quests?
Item descriptions (How much health regen, how much better/worse an item is).
Perhaps add shields and make blocking a possibility, making combat more in-depth..?

Well, I hope this is what you're looking for, 'cause BAM.
Keep up the great work, will recommend.. Already got one friend to buy it, I'll try getting some more to Smiley 

Oh, and keep the skin.  Tongue
Agreed with most of this if possible, but I'd also like to suggest maybe more reasons to replay, I don't have many ideas for this, but I think that the game 'The Binding of Isaac' really nailed it. I'm not saying to copy it, I'm just saying I'd look in to how they did it and see if you can do something similar to it.

Thanks for your time.
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Orrus
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« Reply #2755 on: September 07, 2013, 12:34:06 PM »

Soon:


Woot that's what I'm talkin about!

Didn't mean to sound hostile with my post, and no I was not trolling.  Its just so frustrating as a left handed gamer how few games fully support key remapping. As I'd guess most of you are right handers, imagine if all your games forced you to move WASD to the numpad.  Believe me you'd complain too.

Glad to see remap menu is being added.  Really cool.
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underwhelmed
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« Reply #2756 on: September 07, 2013, 12:57:04 PM »

Just wanted to say great game! Ultima Underworld has always been one of my favorite games and I am overjoyed that someone has run with that influence. Also, thank you for the soon to appear key reconfig, as another lefty I really appreciate it.

I wouldn't worry much about the Steam board comments, pretty much every Greenlight and Early access project gets trolled constantly.
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RynnZ
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« Reply #2757 on: September 07, 2013, 01:10:40 PM »

TIME FOR RYNN'S SEMI-ANNUAL BUG AND SUGGESTION REPORT!
(my apologies if you're already working on these, Chad)
Updated 2013/09/08 16:26 | Added a new bug and suggestion.

    BUGS:
    • Enemy Collision Problems
      • Flying enemies are still half-inside the ceiling. If you kill them while they're in the ceiling, any item they drop will be stuck there, unable to be picked up.
    • More Enemy Collision Problems
      • I had a sewer troll chase after me with one of the poisonous black worms riding on top of his head. I wish I'd gotten a screenshot...
    • Even More Enemy Collision Problems
      • Enemies that step on teleporters can be teleported inside of other enemies, causing them both to be stuck in place. It's also possible for you to be teleported inside of an enemy, and be stuck in place, not knowing what is killing you. This has been an issue for a while.
    • Yet Even More Enemy Collision Problems
      • Enemies tend to get stuck trying to go through sliding stone doors.
    • Face Problems
      • If you kill a flying enemy, and an item falls on your face, you can't pick it up till you step back and let it hit the floor.
    • Inventory Problems
      • I seem to randomly let go of items as I'm trying to click and drag them around. This makes equipping items, arranging my inventory, and throwing items accurately very difficult. Not sure what could be causing that...

      SUGGESTIONS:
      • Consistent potions.
        • The first red potion I drink may heal me, while the second may poison me. This makes potions almost useless while in combat, since I don't want to risk poisoning myself instead of healing.
      • Potions should identify themselves once you use them.
        • I'm not smart enough to remember what color potions do what.
      • Make scrolls like potions.
        • Have them be unknown when you pick them up, but identify once you use them.
      • Different scrolls should have different appearances.
        • Hovering over every scroll in your inventory trying to find the right one isn't very fun while you're being pelted by mages. Perhaps add different colored ribbons or seals to scrolls.
      • Make scrolls more useful.
        • Health and Teleport scrolls are fine, but I end up throwing all my Fire and Blizzard scrolls away. You have to wait till an enemy is close enough to hit you before you can use them, and by then you might as well just use your sword. Not to mention they're useless against ranged enemies. They're not worth the single inventory slot they take up. Even a broken wand is better. If you're going to have a single-use attack scroll, its attack should be devastating. For example, have the fire scroll do massive damage to every enemy in a 50 foot radius, or have the blizzard scroll freeze every enemy in range. Or maybe have Spell Tomes, so you could have an unlimited amount of uses, but with a magic gauge that needs to recharge. Perhaps add a Scroll of Invisibility so enemies will stop attacking you for a short period of time. Other possible scrolls might be Enchant Armor/Weapon, Gain Level, Cure Poison...
      • Make secret doors more secret.
        • When you hit a hallway with a dead end and the word OPEN appears, well, that's not hard to figure out. Secret doors should spawn along the sides of hallways so it would be easy to walk right past it and not see it. They could lead to hidden rooms that have a higher chance of spawning better loot. Maybe even have treasure chests!
      • Adjust the weapon and armor ratings.
        • It's kind of disappointing to stumble across a jeweled sword only to find out it's weaker than your steel one.
      • Bring back splashes.
        • In previous versions, if items or enemies were underwater, you could see little splashes where they were. It was especially terrifying when spiders would run through the water, and all you'd see was a splash getting closer and closer to you. And I'm sick of worms sneaking up on me in the sewer. Also, it made it easier to find items you dropped in the water.

      That's all I've got for now. Again, if you're already working on implementing these things, ignore me. And if anyone disagrees with my suggestions or has better ones, let me know!

      Congrats on getting Greenlit! Though it is a double-edged sword... You'll get more exposure and sales, but the community is absolutely awful. I'm very saddened by all the comments already on your page. IGNORE THEM! Delver is great!

      [/list][/list]
      « Last Edit: September 08, 2013, 03:29:14 PM by RynnZ » Logged
      SpyingFuzzball
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      « Reply #2758 on: September 07, 2013, 01:20:06 PM »


      TIME FOR RYNN'S SEMI-ANNUAL BUG AND SUGGESTION REPORT!
      (my apologies if you're already working on these, Chad)

        BUGS:
        • Enemy Collision Problems
          • Flying enemies are still half-inside the ceiling. If you kill them while they're in the ceiling, any item they drop will be stuck there, unable to be picked up.
        • More Enemy Collision Problems
          • I had a sewer troll chase after me with one of the poisonous black worms riding on top of his head. I wish I'd gotten a screenshot...
        • Even More Enemy Collision Problems
          • Enemies that step on teleporters can be teleported inside of other enemies, causing them both to be stuck in place. It's also possible for you to be teleported inside of an enemy, and be stuck in place, not knowing what is killing you. This has been an issue for a while.
        • Face Problems
          • If you kill a flying enemy, and an item falls on your face, you can't pick it up till you step back and let it hit the floor.
        • Inventory Problems
          • I seem to randomly let go of items as I'm trying to click and drag them around. This makes equipping items, arranging my inventory, and throwing items accurately very difficult. Not sure what could be causing that...

          SUGGESTIONS:
          • Consistent potions.
            • The first red potion I drink may heal me, while the second may poison me. This makes potions almost useless while in combat, since I don't want to risk poisoning myself instead of healing.
          • Potions should identify themselves once you use them.
            • I'm not smart enough to remember what color potions do what.
          • Make scrolls like potions.
            • Have them be unknown when you pick them up, but identify once you use them.
          • Different scrolls should have different appearances.
            • Hovering over every scroll in your inventory trying to find the right one isn't very fun while you're being pelted by mages. Perhaps add different colored ribbons or seals to scrolls.
          • Make scrolls more useful.
            • Health and Teleport scrolls are fine, but I end up throwing all my Fire and Blizzard scrolls away. You have to wait till an enemy is close enough to hit you before you can use them, and by then you might as well just use your sword. Not to mention they're useless against ranged enemies. They're not worth the single inventory slot they take up. Even a broken wand is better. If you're going to have a single-use attack scroll, its attack should be devastating. For example, have the fire scroll do massive damage to every enemy in a 50 foot radius, or have the blizzard scroll freeze every enemy in range. Or maybe have Spell Tomes, so you could have an unlimited amount of uses, but with a magic gauge that needs to recharge. Perhaps add a Scroll of Invisibility so enemies will stop attacking you for a short period of time. Other possible scrolls might be Enchant Armor/Weapon, Gain Level, Cure Poison...
          • Make secret doors more secret.
            • When you hit a hallway with a dead end and the word OPEN appears, well, that's not hard to figure out. Secret doors should spawn along the sides of hallways so it would be easy to walk right past it and not see it. They could lead to hidden rooms that have a higher chance of spawning better loot. Maybe even have treasure chests!
          • Adjust the weapon and armor ratings.
            • It's kind of disappointing to stumble across a jeweled sword only to find out it's weaker than your steel one.

          That's all I've got for now. Again, if you're already working on implementing these things, ignore me. And if anyone disagrees with my suggestions or has better ones, let me know!

          Congrats on getting Greenlit! Though it is a double-edged sword... You'll get more exposure and sales, but the community is absolutely awful. I'm very saddened by all the comments already on your page. IGNORE THEM! Delver is great!



          I agree with much of this. 
          Especially with the armor/weapon rating... It seems as if the "Fine" of the next class is equivalent to an "Excellent" of the current class.
          Excellent Iron Sword ===  Fine Steel Sword.

          It should be a bit more of a difference, and, with going back to my post, I believe adding more levels, or the OPTION to add more levels (The farther down you go, higher loot, of course) will definitely increase the gameplay, re-playability, and overall fun/intensity.[/list][/list]
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          Joshua
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          « Reply #2759 on: September 07, 2013, 01:55:10 PM »



          Still trying to figure out how the little guys should look.

          Please give me comments/feedback over on my Art Feedback thread.
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