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TIGSource ForumsDeveloperPlaytestingOff-Road Velociraptor Safari
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Author Topic: Off-Road Velociraptor Safari  (Read 8315 times)
Matthew
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« Reply #20 on: December 25, 2007, 11:24:35 AM »

It's our bad--it was just a really lazy solution.  The actual game timer will be much shorter.  I wanted to put one in, though, partly to see how many people hit it...
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Matthew Wegner
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« Reply #21 on: December 25, 2007, 05:15:48 PM »

I played it on another computer (about the same specs but with terrible in-built graphics card) and the web version ran pretty well.

It's pretty cool, but very hard to spin around and hit them with the spikeball before running them down, because hitting them always instantly kills them, and you get 1000 points no matter how high they flew when you hit them, which kinda gives less inspiration to try new things to get more points.
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« Reply #22 on: December 31, 2007, 09:51:50 AM »

Hey there.
Ok, I see you guys already have alot of feedback for this game so I'm gonna make this quick.

First of all, I feel like the game becomes redundant. Once you understand how the game works, within the 5 first minutes, you pretty much covered everything there is to see in it. It would be quite interesting to add new gameplay elements throughout the experience. For instance, a quick way to do that would be to add powerups. Throwing nets, boosters, cages, wings, double chains, tree cutters, transformer trucks, plowers, meat grinders or rocket jump boosters would all add an extra ingredient to the game, diversifying the strategies to catch dinos at the same time.

Adding different types of animals would also help, like adding non-dinos that would penalize teh player if they caught them. Bigger dinos that requires more hits to kill would also be interesting.

As far as goals, I know this is a preview so i'm pretty sure you guys have cooked up something good. So yes, this preview lacks long term goals but I'm pretty confident that you have something up your sleeve on that topic.

Technicaly speaking, the popping trees are really hurting the game play since we can't see them until they are very close. This makes it very hard to anticipate our next move since we can see our target but not the obstacles in front of it.

All in all, there are some interesting things going on with this concept. Good job!
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Matthew
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« Reply #23 on: January 15, 2008, 05:28:27 PM »

Couple screens with the newer content...







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Matthew Wegner
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« Reply #24 on: January 15, 2008, 06:03:42 PM »

Is..is that a monocle??
I am pretty sure this is the best idea I've ever seen. Ever.
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Matthew
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« Reply #25 on: January 19, 2008, 01:13:14 AM »

And, a new trailer online!  http://www.raptorsafari.com/
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« Reply #26 on: January 19, 2008, 07:42:05 AM »

trailer = ownage


The music fits perfectly too. Smiley
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« Reply #27 on: January 19, 2008, 07:26:30 PM »

Yes, it looks like you are beginning to channel Zoo Race, and that is a good thing.
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« Reply #28 on: January 21, 2008, 08:13:56 PM »

got a game profile at gametrailers.com:
http://www.gametrailers.com/game/6091.html

sad thing is, like most indie games that get info uploaded on GT, the comments are worse than youtube
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« Reply #29 on: January 22, 2008, 12:32:17 AM »

It was on the frontpage of Gametrailers today.  Congrats, guys Smiley
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« Reply #30 on: January 24, 2008, 10:22:59 PM »

I thought the screenshot on TIG was some sort of pre-rendered joke image. I'm quite heartened by the fact it isn't.

And monocles!

I think it hurt the GT commentators' little brains.
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