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1369361 Posts in 64338 Topics- by 56347 Members - Latest Member: realsciallikes

November 18, 2019, 06:53:59 AM

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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsProcedural GenerationRescue: The Beagles [FINISHED-BETA]
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Author Topic: Rescue: The Beagles [FINISHED-BETA]  (Read 109125 times)
nenad
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« Reply #160 on: June 26, 2008, 02:04:28 AM »

I prefer it as it is too. Auto parachute will be off by default and it'll be hidden somewhere deep within the options menu. So if somebody come whining how the game is hard I can just point them - well there's auto parachute option for you!
:D

I already tested it and it's working well. The original gameplay feel is kept pretty much intact.
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Terry
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« Reply #161 on: June 26, 2008, 02:33:51 AM »

If it's just there as an option for "whiners", why bother? Go with what you feel works better for the game.
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Rolf_Soldaat
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« Reply #162 on: June 26, 2008, 03:50:40 AM »

Great game, but I seemed to die randomly at some times, I wasn't jumping or touching anything. Maybe some vista incompatibility?

Oh, and I'm not healing any puppies saying "Halp".
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Pip
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« Reply #163 on: June 26, 2008, 06:05:26 AM »

I think the auto-chute could work very well. It would speed up a new player's understanding of the game, because getting to grips with the short falls is clearly the biggest turn off for people so far. After all, once you get to know the fall distance, automatic parachutes would be irrelevant really.

But, to have it as an option could create a divide in the highscores, and ruins the unity of the design.
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Alex May
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« Reply #164 on: June 26, 2008, 06:26:30 AM »

I think I would have appreciated a "slow on the uptake, old timer?" mode that introduces elements of the game one by one, so that level 1 only had beagles on it for instance (to get the player used to jumping and falling). Then the ropes / parachutes would be introduced, then the enemies. I may go back to this after seeing Tim's video, which was awesome.

Congrats on the win, nenad!
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RichVreeland
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« Reply #165 on: June 26, 2008, 03:46:24 PM »

congrats Nenad! It was an honor being part of such an awesome project Smiley
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handCraftedRadio
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« Reply #166 on: June 28, 2008, 04:31:25 AM »

Very cool game, lots of fun. I think that the automatic parachute is a good idea. Mainly because it is hard to tell how far of a drop you can take without dying.

I thought it might be cool if there was a 2 player mode where the players have to try to save the most beagles.
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Annabelle Kennedy
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« Reply #167 on: June 28, 2008, 05:27:44 AM »

I thought it might be cool if there was a 2 player mode where the players have to try to save the most beagles.

 Kiss
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Krux
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« Reply #168 on: June 28, 2008, 10:16:38 AM »

yea multiplayer on one keyboard!!! thats it!!! If you make your game open source ill put it in !!!
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Pip
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« Reply #169 on: June 28, 2008, 01:31:49 PM »

Multiplayer would be amazing. I'm imagining horizontal splitscreen, with the same level for both players. Each player would take different routes. And maybe killing a primarius sends it over to the other person's side.

Wow, this has to happen!
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RichVreeland
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« Reply #170 on: June 29, 2008, 11:26:05 AM »

you wouldn't even need a split screen since the stages move on their own.  Smiley
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Pip
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« Reply #171 on: June 29, 2008, 12:51:24 PM »

.... That's an excellent point! Even more reason for this to happen.
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nenad
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« Reply #172 on: July 03, 2008, 02:34:13 AM »

If it's just there as an option for "whiners", why bother? Go with what you feel works better for the game.

I was just joking, of course, but yeah, you've got the point. Which, after some more testing, got me thinking that auto parachute might not be as good idea as it seems. There's possibility I'll not include it after all.
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nenad
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« Reply #173 on: July 03, 2008, 02:55:57 AM »

I think the auto-chute could work very well. It would speed up a new player's understanding of the game, because getting to grips with the short falls is clearly the biggest turn off for people so far. After all, once you get to know the fall distance, automatic parachutes would be irrelevant really.

But, to have it as an option could create a divide in the highscores, and ruins the unity of the design.

It's true that auto parachute becomes irrelevant as you get better. But once you get accustomed to it you don't really have any reason to turn it off. At least that was my experience while testing it. And if you never turn it off, you'll never learn the safe fall distance for the mere reason you don't need to. Hence there's no need to keep it an option since everybody will probably always have it on. And having it always on would rule out the whole "use the parachute!" part of the game. I wouldn't like that to happen because I think it's quite satisfactory to "master" the parachute Smiley
« Last Edit: July 03, 2008, 03:11:06 AM by nenad » Logged
nenad
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« Reply #174 on: July 03, 2008, 02:59:29 AM »

Multiplayer sounds good. It just might happen. Especially some kind of a co-op mode because that's more in the spirit of the game.

But it all depends on how much love will game get from the audience though. More love, more probable we'll see the multiplayer Smiley
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Annabelle Kennedy
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« Reply #175 on: July 03, 2008, 03:16:36 AM »

i will continue to donate my love to this game!

it is well deserving!
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Synnah
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« Reply #176 on: July 03, 2008, 06:01:21 AM »

I donate further love in support of multiplayer.

I'm also in favour of not adding auto parachute. It took me about two games to get a handle on the safe fall distance, and while I still occasionally misjudge and die, it's generally because I wasn't careful enough.
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« Reply #177 on: July 08, 2008, 03:38:53 AM »

there is still a reason, not to use auto parachute, if you could. I open the parachute only as deep an possible, because it saves time.
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Dugan
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« Reply #178 on: July 08, 2008, 08:15:27 AM »

I agree too, after more playing auto parachute doesnt seem like such a good solution.

You pick and collect parachutes, they are precious, so you should determine when and if they are to be deployed to maintain their importance.


However I still find it harsh trying to judge the right safe drop distance (sorry, i suck Sad ) - I wonder if some sort of audio clue might work - like the panic scream in tomb raider once she falls too far to land safely.
After falling `x` distance the character could emit an `eek` warning, so if you are fast you could deploy `chute.

but then you fall so fast it may be no use... i`ll get me coat
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nenad
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« Reply #179 on: July 08, 2008, 08:51:19 AM »

Good observations, Krux and moogled.

I've already tried the panic sound and animation per somebody's earlier suggestion. It's not useful because it all happens so fast there's no time to perceive the warning and react.

So yeah, there'll be no auto parachute. That's definitive now. After collecting some more feedback it seems that majority of people had no problem with it after playing a couple of rounds. The complaints were mostly mere initial reactions to a ~shocking~ fact that you die if you fall too deep Evil

Oh, and thanks to everyone donating the love Smiley

« Last Edit: July 08, 2008, 09:02:28 AM by nenad » Logged
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