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    posted a message on FINAL Version D E A D C R A F T Ep 1

    This is what I found during my first playthrough. I'd probably look some more in a couple of more games, but I just can't be bothered as the current camera gives me motion sickness.

    • The cameras delayed rotation is what really kills this game. I can live with everything else, as long as I can freaking tell where I am. Right now I can't even turn a corner without losing a sense of direction
    • The dead units & tank talk to you when you click them
    • Spelling errors in the dialog
    • Having an UI that tells you what things do before you pick them up only confuses the player
    • Moving and shooting gives Isaac the prettiest ice skating the world has ever seen.
    Posted in: Project Workplace
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    posted a message on Dodge the Nukes!

    My idea was along the lines of:

    • Having a relatively big circle around each player, in which the nukes will strike. The radius can of course be dynamically changed as the time goes down
    • Force the nukes to have a minimum distance from eachother, so they won't just overlap.
    • Check the corners for players, for which the nukefrequency is increased as long as the specific player is in the area

    I also wouldn't mind seeing reduced life on the zergling but with a life system. Heck, giving it a crapton of HP and no regen works as well. This is just so the game has a bigger competetive element than just "whoever survives wins", as the end could check for who has the most HP/lives and declare that person the winner.

    Posted in: Project Workplace
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    posted a message on Dodge the Nukes!

    Pretty fun game. The targeting AI isn't the best thoough, and has some room for improvement. Forcing people out of corners (which only have a 25% chance of getting hit compared to the rest of the map) should be fairly easy to fix.

    Posted in: Project Workplace
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    posted a message on Top Down Fighters, Action RPG!

    Really nice project. Really wouldn't mind seeing a 4 player version of crimsonland:

    Posted in: Project Workplace
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    posted a message on Call of Ancestors

    Realised some more stuff:

    • The Ivanco fight initialization can be accidently bypassed by following the northernmost part of the route.
    • Talsaris doesn't have Hold Position.
    • Stalkers have no real reason to have the unreseached blink ability showing.
    Posted in: Project Workplace
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    posted a message on The Unit Tester

    Straight out awesome. I can't get the map settings (aka choke size) to make any difference though, is this intended?

    Posted in: Project Workplace
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    posted a message on Super Starcraft Go-Kart
    Quote from johnfloyd: Go

    @johnfloyd: Go

    About to upload the latest alpha version. There are now four functioning pick up abilities in the game. Missile: shoots a missile in a straight line which, when it hits a unit, reduces the units movement to zero

    Preferably add a "hit animation" when the missile hits. Old Mario kart used to have the kart flying up into the air whilst tumbling ferociously. Doesn't seem like it should be too hard to recreate.

    Posted in: Project Workplace
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    posted a message on Call of Ancestors

    I fixed my previous lag problem. Turns out I was running Folding in the background >_<

    Anyway, some more things that came to my attention:

    • The blue floating ships are called battlecruiser copy, with it's stats and death animation.
    • Talsaris melee weapon is very hard to use. In order to use it instead of the slower and weaker ranged attack, you have to manually walk up to every enemy before killing it.
    • The bombing scene in the end should really have a big pewpew/nuke sound in it. The fade to white is fine, but some kind of sound would make it nicer.
    Posted in: Project Workplace
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    posted a message on New AoS style map in concept phase.

    I really don't see the point of trying to create this type of project at this stage of the game, as Blizzard clearly has plans to actually have their own hero system in place in the nearby future. I neither see the point of trying to clone DotA if all you really can contribute with is a general concept idea. Sure, have a blast at creating it, but it's just a small matter of time before someone outclones it and makes the map unplayed.

    Posted in: Project Workplace
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    posted a message on [WIP] Working Title: Minion Assault

    Feels a lot like a SC2 version of the games lego wars and mafia wars. There were probably a bunch of predecessors to those games as well, but they are the only ones that instantly come to mind.

    If you have WC3, check them out in order to get an idea on where to improve.

    Posted in: Project Workplace
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    posted a message on Call of Ancestors

    Tested v1.0 and here are the problems I found:

    • The intro text (loader screen), objectives and dialogs all have grammatical errors and/or typos.
    • Tarsalis "warp blade copy" should probably not be named that
    • The beacons (mainly at the first mineral field) and the range of the sensor tower show, which they probably shouldn't
    • The tech tree (F12) is a bit effed up, with copy units in both protoss and terran that probably shouldn't be there
    • No way to skip the cinematics
    • Tal Adun dies waaay too easily. 80 hp and slowest movement speed means that he can pretty much randomly end the game at any given point. This is extremely annoying

    Gotta give you kudos on the dialog. Although it slips off every now and then, the terran and protoss stereotypes are just so spot on that I sometimes bursted out in laughter.

    Posted in: Project Workplace
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    posted a message on The Intersection

    I'm going to go ahead and point out some of the shortcomings of the game. The reason I'm doing this is because it's a fun game to begin with and I'd like to see it even more refined. If it was just a poor game altogether, I wouldn't even bother. So don't take this as a whine reply where I dictate on how bad you did (you did great), but rather see it as things to consider when updating.

    • As previously mentioned the dialog is very awkward and feels very forced. The *emotion* adds even more to that
    • The ranged attack is pretty costly but it lands at a very specific spot (without notion of where). This in turn means that every ranged attack is a gamble, since it pretty much instakills up to 4-6 units in a single blast (or a bunker/tank).
    • If you manage to flip around hydralus (meaning he faces the camera), you can still attack; but it's not going to register.
    • The view range is IMHO a bit too long. The map is meant to be pretty dark, so there isn't much reason to see as far as you currently can. What it just does is eats up most people's FPS.
    • It's too dark, as pointed out earlier.
    • The difficulty is very uneven between part 1 and 2. For P1 I just literally killed everything that moved and eventually won. For P2 however I had to abuse the OP ranged attack and AI scripting. What I in other words did was just to get to the heaviest units then range attack them (1hitkill pretty much), when I finally ran out of HP and MP I just let the smaller units soak up the damage whilst sniping the biggest dmg dealers.
    Quote from JeffQ: Go

    Hi, that is a localisation issue. Blizzard should fix it soon. Sorry about that!

    You can actually fix that yourself: http://forums.battle.net/thread.html?topicId=24630813084&sid=5010

    Posted in: Project Workplace
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