QUOTE(WoodenFire @ Apr 27 2006, 10:31 AM)
Wait... you said it is really complex? Wutcha mean by that? I can see the player color shuffling as you takea away some of its life... I can see how you managed most of the triggers... Your unit doesn't slow when you use heavier weapons... where are the bought weapons coming from? Why are the option names kinda of... off?
Ugh...
•In terrain I saw terrain mirrors, wrong tiles, blocky blends...
Well I haven't even added all of the unit names yet. Won't have enough strings until I recycle/clean them... which I is why I want to have everything done before I do that (while I can still keep all of the trigger comments and such). I could add slowed movement with weapons like the shotgun or minigun, but that seems kinda trivial. I don't really know what you mean by option names being off.
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•Boss battles should move about 10-30% faster. Seeing the same weapon used from the enenmy from X%->X% sometimes takes me a little longer and kinda... boring... eh.
Those are just the first two bosses, but yeah I could probably add more diversity to them later. Just keep in mind there's more to the map than the first few chapters that are undoubtably all you played thus far.
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•When lurkers spawn in the begining caves, have them already moving outward from the cave so it looks like they came out of the cave...
I had something like that earlier but it had a few issues. Lurker AI seems not to want to cooperate all the time. I'll look into it though.
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•Monster Skill Ideas are real ez, allow me to name 2 very simple ones?
•Dragoons turn into a frozen Dragoon and exlodes under certain conditions (alone? + near you? / reloading?)
•Lurkers can be randomly (1/32 = 248 16 32: 5 randomized triggers) can be forced to move to your defiler (not burrowing) and when they are near u, they bleed for X time (based on a localized burrowed unit timer) and as it bleeds, broodlings come out of it? Maybe like 3 or 5? Random... and then it just dies... lol
Man you really haven't played past the first area lol. But yeah I'll look into adding some extra abilities if I have time. I'm more interested in finishing than adding a zillion things people will barely notice.
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•Controls were very messy... weapon switching was 1 thing, dropship buy was another... skip was a 3rd! upgrades were a 4th... rediculous... All of that could of been put into 1 dropship system. Simply have scrolls that become active/non-active from pressing the options, and then have an Enter button which activates what you chose.
Skip was a one time thing, so there's no point keeping it for the rest of the game. The weapon switching with the gateway is a lot quicker (and has hotkeys) than unloading from a overlord, which I reserved for the less-common purchases. I in fact made an all-in-one system for an old D map awhile ago (LoOny D I think it was), but it wasn't too popular or practical. I like this system as is.
And by the way, I invented that scrolling system lol.
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•Better armor system... take out player 2 which ive heard is real buggy sometimes, and make it your vHP... use differnt units for the upgrades or use Attack-Detection using a trigger system and do the armor/damage reductions using DCs... Ok, that might not be adiquit info about what I am talking about so heh...
Hell no. Hard enough getting HP detection for enemies with the current system. I'm not about to do some messy thing for the human players. I'll try to get P2 cleaned up by the release as well, but it's really only there because I'm reluctant to remove all the work I did on it and it might add some replay value for those who want to see it.
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•Upgrade Center evolution chamber could be placed... hold on a minute! you get gas as you go during combat, and then you have to manually turn your gas -> armor... why not remove this middle-man type deal? vHP would need to be involved in that one and I guess you don't want that... evolution chamber up top just looks bad...
Well I'm not the blizzard graphics artist that made the evol chamber look like a giant tumor lol. Just deal with it. I'm not adding vHP at this point in the development.
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•Confusing password entry... I ended up getting kicked from the game a few times until I figured out the reaver can skip that part too... funny huh?
Yeah funny you can't figure out the instructions on the screen. Though I think I will add better labels for password digit selections, seeing as how not everyone thinks to look at the unit names while they're loaded up.
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I let BlackWinter test the map at my house. He does not own the map. He played it for about an hour. Its a protected map and he is good at critiquing maps. He is articulate and would represent a more broad range of gamers then us map makers at SEN would repersent... Fustration with the controls, fustration with the bugs, and many other things contributed to his posting on this thread.
Ok that's fine. I'd just rather you have had him ask first, or told me at least you were going to do that. Now I really don't know what to expect from you and I'm reluctant to let you test the next beta.
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Loads of fixable mistakes. I couldn't emagine releasing a Demo of Crescent Dyne with this many flaws within the first 30 minutes of gameplay...
But, this is Beta testing, and this is what you wanted.... feedback.
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Exactly. It's not even finished yet so I hope you weren't expecting everything to be there. At this stage I'm only weeding out gameplay issue; not trying to improve aesthetics and whatnot (though I'm not closed to suggestions either). Sorry about the controls, but without EUDs or a reliable alternative that doesn't require a major overhaul to the triggers to little effect, you'll just have to try and master hotkeys and unit control better.
I know I'm probably spoiled in that regard since I already know how to do that stuff almost by instinct, but I shouldn probably expect others to barely be able to understand what a hotkey is, let alone apply them during gameplay. It's kinda a bummer I have to nerf down the gameplay so much as a result, but I realize it won't be a good product if it's not playable to a non-veteran player, so I have no real choice. That too is what I hoped to learn from watching how you guys handle it as beta testers, since I've been too close to the development to really see that part myself.
ADDITION:
Argh editted typo that changed what I meant. Damn I can't even type straight in the mornings.