Darknature
Glad you like it - it's possible to do alot with simple but strongly defined shapes and perspective, along with evocative colour and lighting (and Blitz)
Dock
I don't think I'd want to leave out the inertia (to go to a stop start kind of thing), but will look at dampening the inertia a bit I think (hey, it's not real life ;-)).
As for the font - agree. I had intended to use the logo's font (Lord of the Sith it's called), but it was bugging out, so at a pinch I went with the other.
Rigz
Interesting idea - I can see I'm going to have to revisit the control scheme side of things. Sigh.
Having said that, I have a suspicion though that some of you are approaching this from a wholly FPS perspective (and it's a tank game ;-). There will be a FPS portion to the game, so my feeling is that the tank control would be different.
Again, my intention with the RMB control was to offer a (tanklike?) deliberateness - where the player is not moving the mouse much at all to slew and aim - and the turret does not turn immediately (think Tron's tank). If you're jerking the mouse or lifting it up and 'scrabbling' with it, then you're actually fighting against the control scheme.
But, maybe I could whip up a small exe which offers several control options and people could vote for what they like..
Also, this arena level might be a little misleading as most of the levels will be more maze like.
Foppy
Training level/s - agree. The arena's a (somewhat) steep learning curve. Also, need to implement an easy/normal/hard/insane feature that adjusts player shields/shooting etc..
And if there's laser tanks about, don't get out in the open with them or at least get up on a slope so it's harder for them to aim. And don't stay still (or the cap ship'll cap you)
To adjust gun pitch, hold the RMB button down (but you're probably doing that)
(and I'm surprised that it runs on a C64!)
Andy
Control style option - Yes, although play balancing might be difficult. If 'arcade' control allows the player to zap things at a much quicker rate vs a slower yaw/pitch control, then level design can be a problem. Think I'd rather settle on one control scheme only.
AI doesn't feel 'threatened' - agree, I've spread the AI refresh over a number of frames/seconds. But need to give enemies close to the player a higher refresh rate and also add a 'sightings report' if you (or another unit) collide. AI dev is like an endless hall of mirrors.
Maybe there's a mem leak. I also had some trouble with units sitting in inaccessible map squares and repeatedly trying to pathfind (and hogging resources) - that could be it. Thanks for your independent testing.
Glad you like it - it's possible to do alot with simple but strongly defined shapes and perspective, along with evocative colour and lighting (and Blitz)
Dock
I don't think I'd want to leave out the inertia (to go to a stop start kind of thing), but will look at dampening the inertia a bit I think (hey, it's not real life ;-)).
As for the font - agree. I had intended to use the logo's font (Lord of the Sith it's called), but it was bugging out, so at a pinch I went with the other.
Rigz
Interesting idea - I can see I'm going to have to revisit the control scheme side of things. Sigh.
Having said that, I have a suspicion though that some of you are approaching this from a wholly FPS perspective (and it's a tank game ;-). There will be a FPS portion to the game, so my feeling is that the tank control would be different.
Again, my intention with the RMB control was to offer a (tanklike?) deliberateness - where the player is not moving the mouse much at all to slew and aim - and the turret does not turn immediately (think Tron's tank). If you're jerking the mouse or lifting it up and 'scrabbling' with it, then you're actually fighting against the control scheme.
But, maybe I could whip up a small exe which offers several control options and people could vote for what they like..
Also, this arena level might be a little misleading as most of the levels will be more maze like.
Foppy
Training level/s - agree. The arena's a (somewhat) steep learning curve. Also, need to implement an easy/normal/hard/insane feature that adjusts player shields/shooting etc..
And if there's laser tanks about, don't get out in the open with them or at least get up on a slope so it's harder for them to aim. And don't stay still (or the cap ship'll cap you)
To adjust gun pitch, hold the RMB button down (but you're probably doing that)
(and I'm surprised that it runs on a C64!)
Andy
Control style option - Yes, although play balancing might be difficult. If 'arcade' control allows the player to zap things at a much quicker rate vs a slower yaw/pitch control, then level design can be a problem. Think I'd rather settle on one control scheme only.
AI doesn't feel 'threatened' - agree, I've spread the AI refresh over a number of frames/seconds. But need to give enemies close to the player a higher refresh rate and also add a 'sightings report' if you (or another unit) collide. AI dev is like an endless hall of mirrors.
Maybe there's a mem leak. I also had some trouble with units sitting in inaccessible map squares and repeatedly trying to pathfind (and hogging resources) - that could be it. Thanks for your independent testing.