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1038258 Posts in 41956 Topics- by 33580 Members - Latest Member: Ziz

September 02, 2014, 08:41:26 AM
TIGSource ForumsFeedbackDevLogsBROFORCE (Online/Local Bro-op Platformer-Shooter with Explosions and Action)
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Author Topic: BROFORCE (Online/Local Bro-op Platformer-Shooter with Explosions and Action)  (Read 30146 times)
Evan.Greenwood
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« Reply #15 on: May 09, 2013, 08:06:44 AM »

@Udderdude Yeah. I think it really should show your time and a kind of par time (or community average or something).

It's a little old, but we have tried some mechanics that force the players to move. Like the bottom of the screen constantly exploding.
 
http://www.youtube.com/watch?v=WWM2rPN0hsk

It made the level more like an action puzzle, trying to find the optimal way to climb to the top (and beat other players to get there).

Maybe our explosions need more clear indications of what they damage? They are deterministic of course, but the poor feedback might make them feel more haphazard than they actually are.
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Udderdude
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« Reply #16 on: May 09, 2013, 08:19:55 AM »

Maybe our explosions need more clear indications of what they damage? They are deterministic of course, but the poor feedback might make them feel more haphazard than they actually are.

You might just want to add a "Low detail/effect" mode where only the damaging part of the explosion is shown and animated.  No giant particle effect fireballs everywhere.  Reduced debris as well.  And explosions that can harm the player or cause other things to explode should all look similar, while effects that can't should look similar.

I know this removes a big part of the "Wow look at the crazy explosions and blood and crap flying everywhere" effect, but it's important for players that want to see what's going on rather than watch the spectacle.  Plus it will help you focus on gameplay now that players can see what's going on.

I would also suggest adding a display for the current character's weapon and special, as it's hard to tell what a certian weapon or grenade is going to do just from looking at it.

One more thing about that previous suggestion, I think there should be an indicator that says if you can accidentally blow yourself up with it.
« Last Edit: May 10, 2013, 03:27:57 AM by Udderdude » Logged

DrDerekDoctors
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« Reply #17 on: May 09, 2013, 11:02:13 AM »

Great to see this show up on here! I've been following the development keenly. Smiley
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bevis
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« Reply #18 on: May 10, 2013, 02:57:22 AM »

Thanks for all the kind words and critiques Smiley

Heres a tank we are working on.

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Evan.Greenwood
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« Reply #19 on: May 10, 2013, 11:40:52 AM »

You might just want to add a "Low detail/effect" mode where only the damaging part of the explosion is shown and animated.  No giant particle effect fireballs everywhere.  Reduced debris as well.  And explosions that can harm the player or cause other things to explode should all look similar, while effects that can't should look similar.

That'd be a fairly affordable (development-wise) solution. I think that some of the effects at the moment are scaled up to 11, and could be taken down a notch, so that when we have more powerful/devastating features they have room for visual effect (i.e. reserving the spectacle for the more special attacks/abilities).

Of course, everything causes everything else to explode in Broforce, it's just that friendly fire is off by default. Maybe there is some way we can differential friendly fire from everything else.

I would also suggest adding a display for the current character's weapon and special, as it's hard to tell what a certian weapon or grenade is going to do just from looking at it.


This is something we keep on meaning to do Shocked  ...The GUI in general needs an overhaul, but it always feels like there's something more important/fun to work on. Meanwhile our players are left a little confused (so I guess I should get on that).
 
One more thing about that previous suggestion, I think there should be an indicator that says if you can accidentally blow yourself up with it.

That's a pretty smart suggestion. I'm not quite certain how we can achieve that in all circumstances... though it makes me think that it'd be pretty funny if the avatar started sweating profusely whenever the player has their gun pointed at a nearby stack of explosive barrels.
« Last Edit: May 10, 2013, 01:12:38 PM by Evan.Greenwood » Logged
balindmk
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« Reply #20 on: May 11, 2013, 03:36:22 PM »

A few suggestions, if you won't mind.
Dogs are a great addition, but they are too fast. At short distances even Brade isn't able to counterattack them. It forces player to be vigilant and therefore breaks pace. I think, you can make them run toward the player, then stop for a second, growl menacingly and then strike with a killing blow.
Also, Bro Hard's stun grenade could force dogs to attack random characters, like with standart mooks.
Knife attack possibly could kill shield mooks with a single blow.
Heavy mooks might need to spin-up their miniguns before attack, like Brominator does.
Satan, main mook, might gather surrounding mooks to his position, when he has spotted the player. With megaphone or something.
When POV is killed before you were able to gather him, drop random Bro corpse.
Also, I think giant wheels would be fun. Jump on top of a said wheel, start running and roll a whole bunch of mooks into oblivion. Just saying.

Overall, you guys are awesome. Been following you since first RamBros prototype.
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Ashkin
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« Reply #21 on: May 11, 2013, 03:59:14 PM »

This. Looks. Amazing.
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Polyphonic Entity
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« Reply #22 on: May 11, 2013, 04:32:24 PM »

This. Looks. Amazing.

Totally agreed. Super Awesome. Beer!
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yui_jegnan
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« Reply #23 on: May 11, 2013, 04:43:38 PM »

Jesus christ, those explosions look absolutely delicious!!!
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« Reply #24 on: May 13, 2013, 10:38:59 AM »

Great suggestions, thanks you!

Heres the tank WIP! busy being implemented.
Also busy with the first boss which is looking bad ass!



PEACE
« Last Edit: May 13, 2013, 10:59:26 AM by bevis » Logged
Evan.Greenwood
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« Reply #25 on: May 17, 2013, 10:55:25 AM »

If anyone is keen to try out fighting some of the tanks, here is a build with tanks:

http://www.freelives.net/BROFORCE/MakeTanksWednesday/BROFORCE_Brototype_Windows_Tanks.zip

(It's just two levels, but there are quite a few tanks in the second level. The tanks are pretty tough, and their rockets seek, but the rockets can be shot down and the tanks are vulnerable to close range attacks and some other strategies probably)
« Last Edit: May 17, 2013, 11:44:24 AM by Evan.Greenwood » Logged
balindmk
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« Reply #26 on: May 18, 2013, 02:00:23 AM »

I drew some guys in Bro Force style.

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Evan.Greenwood
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« Reply #27 on: May 19, 2013, 05:39:09 AM »

Bro! that's awesome!

I particularly love the Kirk and the The Man With No Name, the Doctor Who(s) and Shaft. Kirk's cowlick is a stroke of genius!

Also, now I'm wondering about the Ninja Turtles. They're basically the definition of Bros, and Rafael is as blood thirsty as they come, possibly even as blood thirsty as Commando (Brommando).

Riddick is an easy bro to include (he basically has the Jedi skillset), though I wonder how we'd destinguish Shaft from other gun weilding bros?
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raithza
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« Reply #28 on: May 19, 2013, 05:43:33 AM »

I drew some guys in Bro Force style.


Those are amazing! Raphael, Kirk, Eastwood, 2x Doctor's, Batman, Wolverine, Predator, Riddick, Shaft all instantaneously recognisable. Respect!
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balindmk
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« Reply #29 on: May 20, 2013, 01:52:26 AM »

Thanks, guys.
Actually, those aren't the Doctor(s). It's Mulder and Scully. A personal affection of mine, they aren't mentioned nearly enough in video games. I get that they aren't action heroes and not from the 80's, but I decided to post them, since I drew them already.
Some ideas for gun wielding bros: Two handguns shooting backwards and forwards simultaneously; a gun that deals more damage at long distances and less in close range, sort of inverse of Dredd's gun; gun that has bullets which change their behaviour when they hit or kill an enemy. For example, bullets that cover more range with each enemy they strike; and a revolver (for Bro With No Name) that shoots six bullets, each slightly more lethal than the previous one. Seventh time you press the button, it does *click* sound and reloads.

These are the Doctor(s) though:

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