smgorden
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« Reply #60 on: February 23, 2017, 08:24:09 AM » |
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Re: security lasers. Depth perception of the dense field of lasers is a bit difficult (at least, in the video). Have you considered fading the color over distance so the player can tell which ones are close by the intensity of red (or something similar)?
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Makin' games.
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JohnyBGooD
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« Reply #61 on: February 23, 2017, 08:35:15 AM » |
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Yes, you right. It is almost impossible to pass, if you go straight. But at the bottom and on the sides, where the lasers pass through the floor and walls, they are easy to circumvent. The player must guess how to pass.
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JohnyBGooD
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« Reply #62 on: March 08, 2017, 09:11:11 AM » |
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Installation of amplifiers and fun with missiles. The combat system of the game received an update.
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JohnyBGooD
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« Reply #64 on: May 13, 2017, 07:15:57 AM » |
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Description, graphical assets, free demo have been updated (see the first post of the thread).
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JohnyBGooD
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« Reply #65 on: May 18, 2017, 06:30:48 AM » |
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Gameplay trailer has been released:
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filbs111
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« Reply #67 on: July 28, 2017, 05:03:39 PM » |
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Played 0.90. Performance is solid. Looks nice. Has promise. I got as far as getting caught by the first enemy. The door puzzle before that is quite tricky. I can see that with the targeting dot, the player should be able to just line up where they want to throw the box, but the difficulty for me is in getting the dot to pass over where i want to shoot. I used an Xbox 360 controller which has some nonzero input when not touching it, and deliberate small inputs produce quite large rotations, so aiming at the target is quite finicky. I suggest reducing rotation speed for small inputs (for fine control) and perhaps a small dead zone (to avoid rotation "drift" when not touching controller). Also, when backed up against the door, and aiming towards the switch, the camera can end up behind the door, so i can't see what i'm shooting at. Perhaps the door should go semi transparent, or the camera should be constrained to not go inside the wall/door. Also had some difficulty grabbing the floating boxes when they are close to walls, having to nudge them away from the wall before grabbing in some cases - i guess collision with the wall has the side effect of dropping the box.
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JohnyBGooD
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« Reply #68 on: July 28, 2017, 09:56:38 PM » |
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Thanks for your feedback. I will consider it for the future development. As for gamepad sensitivity - I have tried many variations, if set it too slow it will be hard to turn around, etc. It is hard to get used to it, but after passing the first level with gamepad it becomes handy.
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JohnyBGooD
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« Reply #69 on: July 29, 2017, 03:24:32 AM » |
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Tried again to make smooth and slow Joystick movement with small input and now I found some solution. Thanks again for testing and feedback!
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