General Category > Starward Rogue
Next alpha build (and more alpha players) late tomorrow (11/20).
Pepisolo:
--- Quote ---5. Special weapons lack PRESENCE. This one, actually, bugs me. Right now, they fire the same projectiles as everything else. They should be firing huge single bolts, or things more along the lines of some of the "particle" effects that have been seen in some of Arcen's other games. Alot of those, particuarly in the Valley games, always looked pretty cool to me. Visual effects only of course, but they just LOOKED satisfying. There's also the issue here of the current versions, well, it's hard to tell IF they even fired at times. That one actually can affect gameplay.
--- End quote ---
This seems to be the most glaring failure that I'm concerned by. When I pickup a special weapon I want to be excited by the anticipation of getting it. Then, after getting the weapon I want to enjoy using it. I've yet to feel like this once. As much as I'm not someone obsessed by graphics, the visuals are important. The flamethrower, for example, well, a flamethrower should not look like it currently does. There's no pizzazz about the particles. The current weapon system itself is also a little concerning as it's pretty mundane with no possibility of synergies. I could probably live without the synergies -- although this seems like a bit of wasted opportunity for a roguelike -- if the weapons were awesome, but again, they're completely meh. The whole weapons/power up area certainly needs a complete overhaul.
x4000:
Hey folks!
In no particular order:
1. New subforum for general feedback (as opposed to mantis-focused things): https://www.arcengames.com/forums/index.php/board,117.0.html :)
2. Regarding the art things, I responded to that just a moment ago in the other thread about graphics, and notified our artist most directly involved in that part, so I won't reiterate that here (best to keep that in one place rather than have two split conversations).
3. No news on the controls/flight feel just yet. I haven't had time to properly start on that. I hope to do it today, though. Bear in mind that my job also involves coordinating tons of other people, and I have to pay those people even if I don't give them something to do (or, alternatively, possible work time just gets missed if they're not on payroll, either way), so sometimes the order I do things in can be a bit screwy. What seems like (and/or IS) the most important thing from a player standpoint has to be put off for something that seems "lesser" because I have to address that to not bottleneck some other staff or contractor. That sort of thing consumed most of my afternoon yesterday.
4. When we're talking about the special weapons having bad graphics, and sound effects missing, and hit effects missing, and all that sort of thing... well, YEAH. ;) I thought I pretty much said most of the sound effects were missing. I guess I didn't mention that the effects for the special weapons were missing and that the little visual flairs that will come later are also missing from them, heh. I agree, those things add a ton to a game. On the flip side of the coin, if I can get you to enjoy the game heavily WITHOUT those things, then that's extra awesome. Because then when those things get added in, we're left with a situation that is solid all the way down, versus just being "masked by the pretty" but actually iffy underneath. I feel like a number of AAA games fumble specifically with this area. Minus the cool animations, the controls for the Arkham games are slow and clunky. But it isn't really criticized because the animations and whatnot are SO good. Anyway, I digress.
5. When it comes to weapons and whatnot, that's something that Dayton I spent several hours discussing yesterday afternoon, and we'd both had some similar thoughts to you, Pepisolo. Not about the graphics or sound, because we know that's super temp. But about other aspects of them that just don't feel right regardless of whether or not the graphics and sound were put in nicely. One of the big foci so far for me since yesterday has been figuring out that bit, so that Dayton can then continue working in that area under the new system, so to speak.
tombik:
If mass based movement and SEMUP movement will be specific for some ship types, that sounds good.
If it will be a setting, from which players can choose whatever they like, I think it is sign of a bad design. "We dont know which to implement, so we implemented both."
And of course, having two such modes will always be hard to balance when it comes to gameplay. To sum it up, I dont think having options will help in this case.
Pepisolo:
--- Quote --- When we're talking about the special weapons having bad graphics, and sound effects missing, and hit effects missing, and all that sort of thing... well, YEAH. ;) I thought I pretty much said most of the sound effects were missing. I guess I didn't mention that the effects for the special weapons were missing and that the little visual flairs that will come later are also missing from them, heh.
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Yeah, the sound effects I knew were placeholdery, but I wasn't sure about the graphics because it wasn't specifically mentioned that they were in need of a lot of work, although I should probably have assumed that this was the case. Good good.
--- Quote --- When it comes to weapons and whatnot, that's something that Dayton I spent several hours discussing yesterday afternoon, and we'd both had some similar thoughts to you, Pepisolo. Not about the graphics or sound, because we know that's super temp. But about other aspects of them that just don't feel right regardless of whether or not the graphics and sound were put in nicely.
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Glad to hear this! The current system definitely feels super lacklustre. I look forward to seeing the changes in this area.
Misery:
--- Quote from: tombik on November 20, 2015, 09:44:46 am ---If mass based movement and SEMUP movement will be specific for some ship types, that sounds good.
If it will be a setting, from which players can choose whatever they like, I think it is sign of a bad design. "We dont know which to implement, so we implemented both."
And of course, having two such modes will always be hard to balance when it comes to gameplay. To sum it up, I dont think having options will help in this case.
--- End quote ---
As I'd mentioned to Chris, partly because I'm doing so much of the enemy pattern design, the movement modes wont need seperate balancing. Even on the bosses. What'll matter wont be that, but'll be the player; this aspect is EXTREMELY subjective. Think dpad VS analog in various games. Alot of players use analog in games where it's available, and that's fine, but not everyone wants to do that, depending on the game. Isaac, for instance, allows both. Most players use the analog.... thus having that full 360 degree movement.... but there are some such as myself that use the dpad, because it's what works for us. Neither side is actually at a disadvantage VS the other, and the game isnt actually balanced towards either. Despite that they're very different control schemes, with one being ONLY 8 possible directions of movement.
Heck, I'd criticized Nuclear Throne for NOT having this option. It always drove me crazy and was just one of the many things that eventually killed the game off completely for me. I grew tired of tolerating that blasted control scheme after awhile.
And even in THIS game, I'm not using the analog sticks.... either of them. I've got 8-way movement, and 8 way firing, and that's it. And dagnabit, that's the way I like it. Were I to use the analog, my performance would suffer very heavily. But the game allows this option for me to use the dpad and face buttons for movement and firing, so I cannot complain about that aspect of the controls at all.
Besides, the "non-momentum" movement scheme is already in the game. There's not much point in ripping it out, even if not all that many players will use it. The whole point is to make sure that there's something for everybody, so nobody feels like they got shafted on the controls. That's NEVER fun and always frustrating when a game does that. I see it WAY too often.
Sticking it onto specific ships isnt a bad idea, but that *will* basically chop up the ship list for a great many players; I suspect most players wont actually want to use both types of movement. So if there's 16 ships, and half have one movement type and the other half have the other, for most players, it'll be like there's actually only 8 types. Which could be irritating if one of the types you cant use properly has the stats/weapon/whatever setup you think would fit you. But yeah, it's not a bad idea. Maybe there's a way to compromise that somehow in such a way that it doesnt REALLY restrict the list for either side.
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