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May 21, 2013, 08:14:16 PM
TIGSource ForumsDeveloperFeedbackCaptain Forever
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JackNeil
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« Reply #375 on: January 24, 2010, 07:02:03 PM »

I've played it for around 1,5 hours and I really like it.
The gameplay is cool. Sounds and visual style fit.
Great work!  Hand Thumbs Up Left Hand Thumbs Up Right
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« Reply #376 on: January 25, 2010, 02:46:36 PM »

TL;DR VERSION AT THE BOTTOM OF POST! SCROLL DOWN!

Thanks for the feedback Dale!

Captain Successor does have its own flight manual, but it's quite similar to the one from Captain Forever. The major difference is in the personal note at the bottom.

I wanted the player to explore and discover all the different modules, but I agree the Transrotator in particular isn't very obvious. Some players have started documenting things like this here. I'm not sure what a warp module is so I can't be much help there.

I wanted to keep the story opt-in, which is why it's largely only explored outside the flight interface. The more recent builds of Captain Forever include a bit of commentary from Captain Farbs though, and hopefully I'll find time to add a bit more for Captain Impostor.

Uh - Captain Successor has an end-game boss. Have you defeated the Kilo class ships yet?

Anyhow, cheers again for the feedback.

Cap'n forever has his own wiki? That's awesome!
Captain Imposter? What end-game boss? Don't tell me anything.
I usually only play during breaks at work.
I have not beaten the kilo ships yet.

See, now there's something to look forward to.
You've gotten me pumped.

EDIT #1: This game is made for multiplayer.
But that's asking A LOT.
Regardless, the statement had to be made.

EDIT #2: Progress!

                                                                   
                                                                    
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EDIT #3: Clone ships! Genius! Some player-created ships have found a loop-hole.
(Fix: Uniquely designed, impossible to kill boss ships as an End game challenge!)

One of the posters in this forum suggested different key-bindings for different blasters. I would like to back him up.
Although, it does takes away from the decision making aspect of the game.
(Fix: Have 'key-binding' feature as a reward for killing boss ships in NON-clone mode.)

Also, a blast meter that changes for each key-binding would be spiffy!

I'd like make my case for meters.

PRO: It fits in perfectly with the "Space pilot" feel of CF.
PRO: Helps ship designers make better building decisions.
PRO: Adds numerical confirmation of the ship's strength.

CON: It may take away from the simplicity of the gameplay.
CON: It may take up a lot of screen real estate.
CON: It may increase loading time.

EDIT #4: Here's a suggestion to make more money!
Captain Forever on the iPad or iPhone.

Statistically, you'll generate more revenue on those platforms.

http://www.fastcompany.com/blog/kit-eaton/technomix/hey-big-online-spender-you-must-be-iphone-owner

http://www.wired.com/gadgetlab/2009/11/iphone-owners-digital-content/


TL;DR:
1.) Multi-player would be awesome!
2.) I'm making progress.
3.) Key-binding to blasters.
4.) Please add meters (thrust, mass, velocity, blast). Reasons above.
5.) Captain Forever on iPad/iPhone means more money.
« Last Edit: January 31, 2010, 03:29:24 PM by Dale » Logged
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« Reply #377 on: January 28, 2010, 06:04:53 AM »

I came here to ask for meters, glad others have suggested it first.  Seeing the mass, acceleration, rotation and .. balance! of your ship would be great.
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Chris 2.0
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« Reply #378 on: January 31, 2010, 04:48:51 PM »

I feel like that's one of those ideas that might sound good on paper but would not translate well into the game. It seems to me that the actual gameplay has reached a point where it doesn't need to be improved much. Maybe a new module or two wouldn't hurt, or some tweaks here and there, but really everything works great.

Things like secondary fire and a bunch of meters will just complicate things unecessarily, I think.

Things I would like to see in future installments include:
-More interactions with friendlies other than 'shoot them or leave them alone'
-Mayyybe (although this might be too big a change) either a hangar bay (so you could build more than one ship) or a place where you can keep spare parts
-And also, some objective based gameplay (like maybe the ability to fight for a faction, defend planets/things in places, eliminate specific targets... etc.)

I dunno maybe I should just go off and make my own game rather than tell you how I think you should make yours. You've already proven that you know very well what you're doing... But I'm too lazy to write the collision code.
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Farbs
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« Reply #379 on: January 31, 2010, 08:52:00 PM »

Cheers again for the suggestions. I'm heading in other directions for the moment but it's good to have this stuff in mind.

Collision code is nasty. I just let box2d handle it.
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Chris 2.0
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« Reply #380 on: February 01, 2010, 08:33:44 AM »

I should find  away to get started in Flash so I can make use of that. It would sure save me a lot of work (and flash games are more accessible to the masses than blitz basic games)

Edit: I'm really looking forward to seeing where you do end up going with Captain Impostor, BTW. Whatever direction you go in, I'm sure it will be great.
« Last Edit: February 01, 2010, 10:08:51 AM by Chris 2.0 » Logged
TheForestAuro
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« Reply #381 on: February 04, 2010, 10:26:04 PM »

Ramming spikes are meant to be feared! Try out my design, THE MAW!

                                                     
                                                     
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allen
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« Reply #382 on: February 04, 2010, 11:33:23 PM »

That ship is fun, fly right up to other ships and hit left and right, swinging like a baseball bat and taking them out. That's a use of spikes I didn't think of.
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Dale
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« Reply #383 on: February 14, 2010, 11:29:11 PM »

Forever Wiki Update!

Captain Forever article updated with story section.
Captain Successor article updated with pics and enemy section.
New Captain Imposter article.

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oyog
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« Reply #384 on: February 14, 2010, 11:58:22 PM »

So when I was a little kid, probably eight or nine, I invented a turn based game using different shaped/colored blocks.  I played it with my little sister on our living room carpet.  Every spaceship was modular and any time an enemy ship was destroyed the left over pieces could be added to the player (my sister's) ship.  There were six different pieces, each being a different ship component.  There were pieces for hull armor (orange squares), command bridges (blue diamonds), life support (red trapezoids), cargo space (yellow hexagons), lasers (green triangles), and missiles (white thin diamonds).  I even invented a sort of story for her to play through as we went.  It was awesome and amazingly close to Captain Forever.

Anyway, thanks for making a fond childhood memory into an awesome game.  If I ever get around to creating a paypal account yours will be one of the many games I'll end up buying.
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Farbs
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« Reply #385 on: March 03, 2010, 12:00:59 AM »

New episode is out! Would love to hear people's thoughts on Captain Impostor.
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YagerX
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« Reply #386 on: March 03, 2010, 12:35:51 AM »

It's delicious! Loving the new style of gameplay thats different but the same!

Edit: Just spent 100BCP on something that didn't have guns  Facepalm

It's in binary isn't it  Tired
« Last Edit: March 03, 2010, 12:41:09 AM by YagerX » Logged

Farbs
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« Reply #387 on: March 03, 2010, 12:56:42 AM »

Yup, binary. You spend half your CPW when you clone, so it shifts down a digit.
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Arachne
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« Reply #388 on: March 03, 2010, 09:40:39 AM »

I've only made it to level india, but here's what I think so far.

I like that Captain Impostor is much more intense than Captain Successor, where I sometimes have to hunt for a while before I find a suitable target. Having a good ship is much more satisfying now, so I don't miss the building feature that much. I've built a lot of ships already, so it might also be that the novelty of building has worn off a bit. Annihilating all the lower level ships later on is also a lot of fun since it has more of a purpose, unlike in Captain Successor where the lower level ships are mostly a nuisance to me (except when they introduce new module types).

The clone drive does take a bit of getting used to. I find latching onto another ship disorienting sometimes, since I have difficulty telling which way my ship is facing when it's obscured by sparks. Automatically latching onto ships also feels a little unfair at times, since the bigger ships are already more powerful without the added difficulty of maneuvering around them, but it really helps that the command module is much more durable than in the other games.

I also noticed that some of the sound effects can't be muted, like the decloning effect.

All in all, I really like it so far, and I like how you're connecting the games in the series. I think it's a nice complement to Captain Successor, since I see myself returning to Captain Successor to catch my breath and build something every now and then.

Speaking of which...
                                                     
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TheDustin
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« Reply #389 on: March 03, 2010, 11:18:01 AM »

This sounds pretty cool! When I'm not on a school computer that blocks everything fun I'll check it out.  Grin
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