This might be a little late for thoughts on the healing shrine.
I think that it is just to mythical for an RPG that's very technologically advanced. It just doesn't fit in for me.
What you could use, on the other hand, could be some sort of Adrenaline boost. It sounds like it would fit into the feel of this map better.
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im assuming that since you're using a countdown timer, the map is to be played on fast?
should this be played on multiplayer or can it be played on single player?
You can play it on both single or multiplayer, but multiplayer will give you the best results. Also, the map is tested on Fastest mode, so if you want the closest to intended experience, you should play it on that setting.
However, the countdown timer isn't all that significant, so whatever speed setting you prefer should work just fine.
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This looks fairly good,
The best part i can see is that it does not look super complicated, Some rpgs are way complicated.
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ok i've played it to the end,
i finished the first chap with 16 life left
the second chap i had to use the healing shrine because the mutants are so unreasonable
about the abilities, could really use some work, its really annoying when you use the ability, your marine moves. it gets annoying cause i walked straight into the damn hydra
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This might be a little late for thoughts on the healing shrine.
I think that it is just to mythical for an RPG that's very technologically advanced. It just doesn't fit in for me.
What you could use, on the other hand, could be some sort of Adrenaline boost. It sounds like it would fit into the feel of this map better.
Ahh, no it's not too late. The name is how it is for now, but definitely if we find a name that just 'CLICKS' to fit better, I'd only need to change a couple of triggers to show the new name. Adrenaline boost won't work because when you find this item you're not going to get pumped with adrenaline, if anything, you would be calmed down by the reassuring thought that you're getting healed.
This looks fairly good,
The best part i can see is that it does not look super complicated, Some rpgs are way complicated.
I tried to keep it simple, I hope you like it.
ok i've played it to the end,
i finished the first chap with 16 life left
the second chap i had to use the healing shrine because the mutants are so unreasonable
about the abilities, could really use some work, its really annoying when you use the ability, your marine moves. it gets annoying cause i walked straight into the damn hydra
Ahh, so you didn't even use the first healing shrine? You must have extreme micro- I debate with myself whether or not I should increase the difficulty of things, but I dunno. It seems like you think everything so far except the mutants are way too easy, is that right? The first ability is yes, very basic and probably inefficient in essence, I will probably have to revamp it come time for the final version. Any other concerns?
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Well, I have just beaten the demo, here are my issues with it:
- The plot
does remind me of Portal a lot, but I guess that later the story will turn out to be different after all.
- I think the game itself is a bit too easy (but I realize this is only the very beginning, so that might not be a huge problem) and involves too much killing rather than parts where you would have to use your mind. I think manual aiming could make fights more interesting (it would even fit that you only have to aim once, since you are basically selecting the target for your machine arm, which knows from then what to do), but if for some reason you do not wish to implement it, I am fine without it too.
- I also dislike the name "Healing Shrine" for the same reason as New-Guy.
- I have also found a bug - at the robotics facility, I was able to build more than one shuttle, and the others did not disappear, therefore I could move them around.
- Marcus is a bit too whiny, but I guess it fits in a situation like his.
Despite the fact I have only written down my critics, I must say that I really like your map. More or less, everything else about it is great. I like the upgrade systems, the terrain, and I love how the game is full of dialogue. You have kept it simple and still managed to make it interesting.
I really look forward to seeing this map finished, and I wish you good luck on it.
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i like the upgrade system, it prevents the omfg that guy can 1 hit the boss maps
the vulture is pretty useless, it does like 1 damage to the hydras
hydras are pretty strong, but when i use the vult as bait, the hydra recovers faster than the vult can hit.
when you use the vult skill, it also displaces the marine, and bam you walk straight into the damn hydra.
i think the computer says ill kill you too much.
its better to just have it be implied in the way it speaks.
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Alrighty Alrighty guys this is good stuff.
Here's my checklist: I plan on following this up with a new an improved Demo soon.
1. Get a better name for the healing thing.
2. Increase Difficulty (One thing I have in mind, We'll see what else comes up when I test it)
3. Work on some details
4. Work on the first ability
5. Fixing bugs (shuttle)
Addressing Concerns:1. Yes, I know that the first level isn't too challenging, It's purpose is to be a short introductory level. I will promise to fill Levels 2-5 with pain and hardship.
2. Both the computer and Marcus are going to experience CHARACTER DEVELOPMENT throughout the plot, so if they bug you at first, maybe you will like what they grow into.
3. Darksnow I just have a question- but when you fight the hydra, do you ever try to cast the vulture ability multiple times in a row? Because it stacks on top of itself, is it still ineffective this way? I'll test it more on my own later, but I'm just wondering.
p.s. Thank you for the support so far everyone, I'll crank out an improved Demo too see if I can please you.
EDIT:
I had an idea. I'm going to give each type of enemy you can encounter a special ability that either happens while you fight it or when you kill it. That way, you'll have to keep an eye out for these things while you're fighting. Once I finalize what special abilities I thought of so far, I'll update the first post with more information.
For example: Marionette enemies might have an effect where if you let them get close to you, you might be temporarily slowed down, making it hard to run or micro away from them.
Post has been edited 1 time(s), last time on Aug 20 2009, 9:13 pm by Norm.
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i have, and the hydra targets the marine even though there are 4 vults, then theres the problem that when you use vults, your rine starts moving on its own.
that is what annoys me, it displaces the rine and then the rine just has to walk towards the damn hydra.
happened twice, very angry at the vults
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i have, and the hydra targets the marine even though there are 4 vults, then theres the problem that when you use vults, your rine starts moving on its own.
that is what annoys me, it displaces the rine and then the rine just has to walk towards the damn hydra.
happened twice, very angry at the vults
Haha, ohhh the vults are just a damage output, they are never targetted by enemies =) I'm hard at work currently though, revamping the demo. I'll let you guys know when I finish it up, and I would like you guys to re-assess my work.
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yay
Just make it so that the rine doesn't move by itself whenever the vults pop out.
Post has been edited 1 time(s), last time on Aug 21 2009, 12:17 am by FaRTy1billion. Reason: Excessive smilies/spam. A bit better proofreading would be nice,
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OK OK I think that this demo will be much more satisfactory. I have attached it to the first post.
You will notice the following improvements:
-Difficulty adjusted
-Extra shuttles bug fixed
-Healing Shrine renamed to "Medical Chamber"
-Some enemies have special aspects about them, so watch out for that.
-Added a nice little puzzle in Level2 that will make it a little more difficult to get that Vitality augment, that was free before.
EDIT: I have also updated the first post of the topic with additional information about the game.
Post has been edited 1 time(s), last time on Aug 21 2009, 12:05 am by Norm.
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Sorry for the double post, but I just wanted to let everyone know that the "New and Improved" Demo that I posted a few hours ago doesn't work. Instead, please download the Even Newer and More Improved Demo that I have just attached. Thanks to poison_us for pointing out that the last Demo has a major flaw in it that prevented play past the first minute or so of the game.
Please download the new Demo from the first post. Sorry once again.
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Gah. That's a tough demo. There's no accident forgiveness at all. If you mess up, you're dead.
Also, the
slow effect from the zealots seemed to last too long for me. I could walk around for about 10 seconds after I killed the zealot that slowed me, with no others nearby, before I return to full speed. I'm not quite sure if this is an intentional effect or not.
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Gah. That's a tough demo. There's no accident forgiveness at all. If you mess up, you're dead.
Also, the slow effect from the zealots seemed to last too long for me. I could walk around for about 10 seconds after I killed the zealot that slowed me, with no others nearby, before I return to full speed. I'm not quite sure if this is an intentional effect or not.
I see, yes I made it really tough to survive, that way it's realistic =). Anyway, the Zlot slow effect goes on you when they get too close to you. For every count that they are in your range, the slow effect will add 1/4 of a second to it's duration. In other words, for every second there is a Zlot in your immediate close range, you will suffer 3 seconds of slow effect. The best way around this, of course is to stay the hell away from the Zlots, but I dunno. If I could get some more feedback on it, I might be better able to determine if the slow penalty is too harsh, I might make it add just 1/6 of a second per count if the current 1/4 is too intense for most people.
But.... were you able to reach the end of the Demo? That's what I care most about =).
Ohhh and I noticed so many downloads, but little feedback =( The demo must suck and people avoiding it now.
Post has been edited 1 time(s), last time on Aug 21 2009, 5:08 pm by Norm.
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havn't gotten around to playing it yet, other stuff keeping me busy.
so the zlots now have a slow ability...
well then the slow ability should only take effect if its right next to the rine, cause a slowed rine cant micro.
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havn't gotten around to playing it yet, other stuff keeping me busy.
so the zlots now have a slow ability...
well then the slow ability should only take effect if its right next to the rine, cause a slowed rine cant micro.
Yes, that's exactly how it works =)
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I love it--but the Demo is short.
And for some reason, the zealot's slow ability or whatever can outlast the zealot's life...what happened was my marine continued to be slowed, despite no zealot nearby for roughly 2-3 seconds after I kill the closest one.
btw: nice touch on making the hydra almost impossible to kill--took me 2 tries to beat the demo, the hydra raped me.
Can anyone tell me about their experience with the flag puzzle?
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I'm so bad... I died halfway through chapter 2... Lol.
OT : The plot reminds me of portal / resident evil (testing clones to find a perfect one). Other than that it looks good
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