rszrama
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« Reply #40 on: January 10, 2010, 10:59:09 AM » |
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The controls feel pretty good right now. Strafing and turning both with the keyboard is weird to me, mostly because I'm used to using the mouse to turn and keyboard to strafe.
Ahh, genius. I knew there was a reason it felt awkward. I wonder if there would be any way to accomplish mouse based turning... not sure if Flash lets you "capture" the mouse or not, and even then using the mouse to deal with loot would be impossible. Will keep thinkin... and yeah, let's figure out some ways to increase the replay value. Honestly, right now just logging in with friends and killing things has been fun, but saving / loading and getting further in exploration would be slick. How about the ruined temples becoming save points... once cleared of monsters you could set a beacon there that turned it into some sort of safe zone / respawn area. :?
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I game as Scarvye. I blog roguelikes / indie games as a Rogue Wombat
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Carrie Nation
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« Reply #41 on: January 10, 2010, 11:03:46 AM » |
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The only thing this game needs to be a great "Mini-MMO" experience is a stronger feeling of progression. Right now we're leveling up and getting rewards but in the end we're just wandering around the map slaughtering forest creatures.
Still an excellent game, looking forward to future additions.
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scarybug
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« Reply #42 on: January 10, 2010, 12:26:22 PM » |
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This is great! But you really need to implement reasons for different classes to play their roles. If you look at the D&D 4E roles it might be a good start. You should give XP to Priests for healing and to Warriors for taking damage (tanking). Also Priests absolutely need to see health bars of other players so they can run around being beneficent. =)
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rszrama
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« Reply #43 on: January 10, 2010, 12:34:07 PM » |
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Just for the record... the new auto-fire feature rocks! I like how I still get to Shift + click separately to heal people, too.
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I game as Scarvye. I blog roguelikes / indie games as a Rogue Wombat
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rszrama
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« Reply #44 on: January 10, 2010, 12:39:19 PM » |
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Separately, I might add that with all these people joining in and playing, esp. with lots of people dieing and leveling up, it's hard to chat. The text scrolls away too fast. It would be nice to have a console mode, like with ~, come up that showed more of the recent chat log. Or... maybe it could just show the chat log w/o the game notifications mixed in.
Also, if there's a player limit, will the server automatically boot idle level 1 characters? I've noticed several that login and just stand around taking up active player game slots.
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« Last Edit: January 10, 2010, 12:42:31 PM by rszrama »
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I game as Scarvye. I blog roguelikes / indie games as a Rogue Wombat
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oryx
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« Reply #45 on: January 10, 2010, 12:42:12 PM » |
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Player limit reached!? nooo.
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oryx
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« Reply #47 on: January 10, 2010, 12:52:21 PM » |
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You could change the link temporarily
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SirNiko
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« Reply #48 on: January 10, 2010, 01:09:00 PM » |
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Yeah, the game's getting hammered.
This also reveals a pretty hefty problem with the current design: when you have a large group of players pouring in at staggered intervals, the weak monsters near the start area are dead, making it difficult to find something to kill, and troublesome finding a group.
Also, the first of many irritating trolls have joined the game. Ah, the community used to be so grand.
-SirNiko
Edit: You also should add a start screen that indicates the game is still pretty newly minted, encouraging players to give feedback in this or another forum via a direct link to the thread of choice. All these testers are of little value if they aren't providing any feedback.
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Wild Shadow
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« Reply #49 on: January 10, 2010, 01:40:29 PM » |
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Separately, I might add that with all these people joining in and playing, esp. with lots of people dieing and leveling up, it's hard to chat. The text scrolls away too fast. It would be nice to have a console mode, like with ~, come up that showed more of the recent chat log. Or... maybe it could just show the chat log w/o the game notifications mixed in.
You can use PgUp to scroll back your chat log for now. Rob & Alex, Wild Shadow Studios
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TheDustin
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« Reply #50 on: January 10, 2010, 02:51:17 PM » |
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Hopefully I can get access to this exclusive club sometime soon, as it looks pretty fun.
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Nate Kling
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« Reply #51 on: January 10, 2010, 03:58:08 PM » |
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Hey you guys get off the server its my turn! This looks great!
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Hyudra
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« Reply #52 on: January 10, 2010, 09:18:57 PM » |
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Where can I vote for this?
I stayed up an hour later than I intended, getting myself to level 26.
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rszrama
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« Reply #53 on: January 10, 2010, 10:02:38 PM » |
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Ok, just got through my most successful run so far. Made it up to level 11 before I offloaded my Ring of Speed and Wand of Death to Chetyre and some other items around. One thing I noticed... it was reeeeally easy starting out. The frantic pace at the beginning of previous games was a lot of the fun, and after a while (esp. with that awesome wand) I was nigh invincible. I was slaying demons, giant robots, Cthulu (yes, Cthulu), and all manner of large baddies at will. It didn't hurt that I found a vast open area a little east and due north from the starting point where it was easy to dispense pain. Anyways, it was easy to tank myself and load up on loot. I'm sure this was done to adjust gameplay for newbies and enable solo play, but I think I liked it a little harder. Awesome loot, by the way, and the monsters all rock. I love the big ones, especially when you get tribes of goblins or elves... or a giant slime that multiples on death. Keep it up!
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I game as Scarvye. I blog roguelikes / indie games as a Rogue Wombat
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Wild Shadow
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« Reply #54 on: January 10, 2010, 10:50:03 PM » |
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What a crazy day!! On the last day of the competition we got blindsided by an unplanned stress test! Whew! We just posted build 65 of Realm of the Mad God. You can play at: New features in 65: - Music ('M' to mute)
- A new unlockable character, the Knight
- Performance improvements (thanks, indiegames.com)
- Oryx the Mad God appears when all his minions have been destroyed
- The spawn point moves around to get new players into the action more quickly
- Hit 'H' for help
- Many smaller fixes
Thanks so much to everyone who played. We had a full server for about 9 solid hours! Rob & Alex, Wild Shadow Studios
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Noyb
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« Reply #55 on: January 10, 2010, 10:54:19 PM » |
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I'm getting a Flash error 2048 when trying to connect in the latest build. Using Firefox 3.5.7 on Vista 32 bit. A version I played a week or two ago worked without incident. Security Error: Error #2048 Connection failed! Retrying in 5 seconds Connecting to assemblee.wildshadow.com:2050
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Wild Shadow
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« Reply #56 on: January 10, 2010, 11:11:56 PM » |
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I'm getting a Flash error 2048 when trying to connect in the latest build. Using Firefox 3.5.7 on Vista 32 bit. A version I played a week or two ago worked without incident. Security Error: Error #2048 Connection failed! Retrying in 5 seconds Connecting to assemblee.wildshadow.com:2050 Did you try hitting reload (or even shift-reload) in your browser? Are you still seeing this error? Rob & Alex, Wild Shadow Studios
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Noyb
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« Reply #57 on: January 10, 2010, 11:13:45 PM » |
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Working now. Cheers!
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Wild Shadow
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« Reply #58 on: January 10, 2010, 11:16:09 PM » |
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Here are the credits for Realm of the Mad God: - Design and programming: Rob & Alex, Wild Shadow Studios
- Additional design and programming: Amit Patel
- Art: Oryx, Geeze, Oddball
- Sound Effects: John Nesky, feeblethemighty, Big Lon, boomlinde
- Music: Craig Stern
Rob & Alex, Wild Shadow Studios
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TheDustin
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« Reply #59 on: January 11, 2010, 01:14:37 AM » |
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I finally was able to give it a shot; it was an anarchic mess of monsters and players. It was pretty epic.
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