Yossarian: Thanks for you suggestions, I will add that notifications.
I will ask for help when I complete game, now I have over 50% of map (256x256, so I think it's a lot).
I still testing some aspects of game, (this version is quite too hard - no way w/o save/load), I will add more notifications.
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There was also a burrowed Zergling or something that got killed during the explosion. Was it supposed to have attacked me earlier? Or was it there for some reason? Later when I tried to use the C4 on the Ultralisk, neither it nor the Zerglings that were starting to swarm around it got killed.
Also markers die by c4, because it simulating destruction of environment(ex. If you destroy terminal you can't use it).
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- You lose ammo even when enemies step on your mines. I assume this is because the ammo reduction is tied to enemy deaths. You're gonna have to be creative with the triggers to work around this.
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- Even though killing a certain enemy uses up a certain amount of ammo, you can attack that enemy even when you have less ammo than that amount. For example, even though killing a Zergling uses up 50 ammo, you can attack Zerglings even when you have less than 50 ammo. Dunno if this is important enough to bother you.
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- Separate the "interact" function into a "use" function and an "examine" function so that the notifications don't get mixed up. Or maybe only allow players to "examine" something when there is nothing to "use". In other words, prioritize "use" over "examine". This would mean that players would have to run the "interact" function twice to do both in the same area.
I hope players don't get bored after passing next and next tunnel, I will try to make different styles of gameplay(example aiming from mortar cannon, using exoskeleton).
Post has been edited 2 time(s), last time on Nov 28 2009, 7:15 pm by ShadowDancer.
None.