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TIGSource ForumsDeveloperPlaytestingSpace Chunks II 0.99 Update
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Author Topic: Space Chunks II 0.99 Update  (Read 636 times)
EggRogue
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« on: October 30, 2013, 05:53:36 AM »

UPDATE - Version 0.99 Beta
==========================

http://www.crunchyfrog.com.au/spacechunks2



Overhaul of player ship and controls for unprecedented ease of use!
   - Player's ship motion/thrusters are massively simplified with simple WASD movement.
   - Player's weapons are now mounted on a turret allowing independent targeting of weapons with the mouse.
   - "Old School" control option still available for those who enjoy good old rotate/thrust style controls.
   
Complete overhaul of ship upgrade and enhancement system for incredible customisation!
   - 54 unique upgrades!
   - Player now simply gains levels as their score improves, and each level gained gives you one upgrade point to spend.
   - Upgrades control all facets of ship's improvement in the following areas: Guns, Ordnance, Shields, Hull, Engines & Squad.
   - No more waiting or hoping a particular coloured upgrade will drop - you choose exactly what you spend your points on!

Complete revision of game interface   during play making your current ship status clear and easy to see.

General game and graphics improvements, including tweaks to gameplay making it more fun than ever before!

Enjoy Smiley

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Orymus
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« Reply #1 on: November 07, 2013, 12:18:00 PM »

Very neat game, really like the visual effects (smoke trails on missiles, explosion particles, etc).

Couple of comments:

- when idle, and pressing a direction, the ship moves in the direction as though the thrusters were activated to move forward in all directions involved in the direction. I would imagine a craft would have thrusters responsible for rotation that would prevent this.
I would suggest to put a small delay before a direction causes movement (so that rotation doesn't necessarily result in weird movements).
Its not very irritating, but its noticeable.

- the enemy life gauge (which appears to be the main way to determine who's friend/foe) may be too subtle. When following arrows to enemies, while followed by friends, it wasn't always clear how to distinguish friend from foe (bases were ok though).

Nice work overall Smiley
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