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879080 Posts in 32958 Topics- by 24353 Members - Latest Member: kanki

May 23, 2013, 07:59:00 AM
TIGSource ForumsDeveloperFeedback"A Nation of Wind", Airships and Floating Islands! Updated to Beta 1.3 BugFix
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Author Topic: "A Nation of Wind", Airships and Floating Islands! Updated to Beta 1.3 BugFix  (Read 1439 times)
indie_illustrator
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« Reply #15 on: July 30, 2012, 08:22:42 PM »

Alright, so having taken into account much of the criticism that I received both through here and various other outlets, I've released the first of several updates to ANoW!


This update mainly aims to address some of the concerns that the game was not very user friendly, I've added descriptive text to all of the Units and Magic, so you can quickly get an idea of what each one of them does without having to open the manual up or go through the tutorial!

Starting a new game is much easier in 1.2. While in the previous version the islands would get more difficult as you ventured outward from the capital simply in terms of enemies and their spawn frequency, the resource scarcity was entirely random. That is no longer the case! Now it is nearly impossible for one of the initial 6 islands to have anything less than a ranking of 3 for Mountains, Forests, Towns, and Water. This makes those initial stages much easier!

I've slightly decreased the number of enemies that spawn on lower difficulty areas too.

Probably most important of all though, I have sped the day cycle up! This has made the game much more fun in my opinion, as there is very little downtime where the player is forced to wait for long periods in order to obtain resources. The days are roughly 20% shorter, this gives you enough time to harvest, build, terraform, fight enemies, etc, but you will quickly find it increasingly difficult to efficiently manage a productive colony!

I've also optimized some things, specifically enemy AI, there should be fewer performance issues on low end PC's as a result.

Of course, all work and no play would make A Nation of Wind a dull game, so while a lot of the things that I worked on were technical, I did add at least one little bit of fun content too!

There are two new items in the SkyHarbor shop. One of them is fairly utilitarian, for 1000g, you can fully heal all of your units. Useful, but not particularly compelling. Also for 1000g, you can hire a Wind Sprite, pictured here in-game:


You can only hire one Wind Sprite at any given time. Her power is based off of the number of Wind Temples you control, and she's fairly self sufficient, regenerating HP at a rate also based on the number of Wind Temples the player controls!

That in and of itself is okay I guess, but if you have a gamepad recognized as Controller 1 by the PC, you can play ANoW in Co-op! The controllers left analog stick will move the Sprite, and the face buttons will have her fire in the four cardinal directions. She can also pick up loot dropped by enemies for the player!

There are some other small bugfixes and tweaks as well, but theyre mostly more technical issues that I addressed. I did however do two things that some of the users here asked me to do:

Alt+F4 now shuts down the game.

You can now choose to download ANoW as either a .zip file, or continue to use the installer!

Let me know what you guys think of Beta 1.2!
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Archibald
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« Reply #16 on: July 31, 2012, 04:18:54 AM »

There is a lot of tastiness in this game, good potencial. Reminds me a bit about old Genesia on Amiga, for some reason.

All below written based on tutorial (unfinished because it was too long) and 2 plays only! Feedback from a fresh player Smiley


Right now, it's too user unfriendly for me to play it through. Especially the difficulty level (there are monsters everywhere, even on the first map, they destroy your buildings and your weapons do nothing to them; especially flying mosters are not needed in the foirst level at all, the life is difficult enough to figure out how to get wood and what's the difference between townhall and church). It would be nice to have difficulty levels (and please, more than just 3 (easy, normal, hard is not enough for a pathetic player like me, I need settings like super easy :D)). The mini map should show isnalnds, otherwise it's useless, and generally the first map is way too big (it should have just 1 or 2 islands).


Random ideas:
- why the ship is blocked by islands? It's a flying ship, so it should fly over these... I see no gameplay or mood reason to block the ship movement.
- the ship definitely should be a zeppelin (should have the baloonish thing on top of it)
- it takes several key presses to turn around, that's annoying and serves no purpose (generally the ship feels very slow, sluggish and unmaneuverable)
- I'm not sure about your choice of arcade style of the game, it could be so nice simulation with those mini kingdoms on these islands... Your ship's offensive power should be based on what you have built on the ground, not how fast you click the mouse key.
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« Reply #17 on: July 31, 2012, 04:51:17 AM »

Ok, I'm going to do something stupid and try to run it under Wine Linux on a four year old netbook. Wish me luck! Tongue
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JobLeonard
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« Reply #18 on: July 31, 2012, 04:57:58 AM »

It runs! Without sound... also very slowly. Also scaled up - I prefer pixel perfection, can I change that setting?
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indie_illustrator
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« Reply #19 on: July 31, 2012, 09:21:47 AM »

Random ideas:
- why the ship is blocked by islands? It's a flying ship, so it should fly over these... I see no gameplay or mood reason to block the ship movement.
- the ship definitely should be a zeppelin (should have the baloonish thing on top of it)
- it takes several key presses to turn around, that's annoying and serves no purpose (generally the ship feels very slow, sluggish and unmaneuverable)
- I'm not sure about your choice of arcade style of the game, it could be so nice simulation with those mini kingdoms on these islands... Your ship's offensive power should be based on what you have built on the ground, not how fast you click the mouse key.

These all sound less like legitimate suggestions to make the game better, more like you appreciate one style of gameplay or art over another. That's fine, but that's also the reason why I won't be implementing any of them. Based on what you say about "several key presses" and "not how fast you click the mouse key." it seems as if you are tapping these instead of holding down on them? You can hold A and D to rotate the ship, and you can hold the left or right mouse button to fire all weapons apart from harpoons and mines.

It runs! Without sound... also very slowly. Also scaled up - I prefer pixel perfection, can I change that setting?

I myself have not played it using Wine, but I have heard the sound complaint from another person using it. I hope you can figure it out though!
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poe
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« Reply #20 on: July 31, 2012, 09:39:21 AM »

You added a .zip. Thank you so much! I'll get around to playing this later.
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lelebęcülo
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« Reply #21 on: July 31, 2012, 09:42:02 AM »

You added a .zip. Thank you so much! I'll get around to playing this later.

Heheh! Just for you my friend, I'll continue uploading both versions of the game as long as I update it!
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eobet
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« Reply #22 on: August 10, 2012, 06:06:36 AM »

I haven't had time to try the new version yet, but what is that phenomenon called when an invention happens at the same time in different parts of the world, without the inventors knowing about each other?

http://www.kickstarter.com/projects/iocainestudios/steam-bandits-outpost-0
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« Reply #23 on: August 10, 2012, 06:08:40 AM »

Or it was already a common idea and the theme had already been done before in a videogame ..

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PsySal
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« Reply #24 on: August 10, 2012, 07:24:09 AM »

This looks fantastic! IMHO having an installer is a good idea if you want to reach a wide audience. No harm to also have a zip file I guess especially during development.

Will be trying this out shortly...
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