Grisu
Look for dashed lines on the radar leading you to your 'hub'. Touch the hub to activate it.
' Well, a barrier... where I have to go?'
There's a path down the hillside to the plain. It's behind the boxes on the left as you first approach them. Do a little searching - it's not difficult to find.
'Please highlight the menu option if the mouse if over it'
Will do.
'- feels too slow, any temporal booster possible
- the cannon always circled for me which is very annoying
- aming the cannon higher would be nice'
RMB will stop the cannon. 'H' will bring up help screens. Remember to press C to max your engines.
'Cannon shooting looked too much pixelated for me'
That's intentional - it's a digital world.
MrTricks
'frame rate a reasonably constant 25 for me.'
Would like it to run a little quicker but unfortunately it's still written in basic so it's never going to be as fast other compiled languages. More optimisation needed - there's a lot of function calling going on.
'more FPS-like control method,', 'certainly would like the turret to turn with the body ','I would like the radar to spin with the player'
I think I can see myself releasing a small control test demo just to make sure everyone's happy. All these things could be user defined options.
'I really liked the artillery bombardments, I would love to be able to call those in myself.'
In a bit of a quandary here. I don't think I'd include a 'call in an airstrike' option cause it's kind of contrived. I have been thinking about a powerup option to go to an 'artillery mode' - i.e. tank 'transforms' with the tradeoff being that the player's very vulnerable to attack when in that mode. How does that strike you?
'I like the ability to push power to different systems, but I was a little disappointed that it was just one level'
Probably need to have more levels - perhaps fine control as a secondary control. However I think the player really just needs to be able to push a button and max out engines when needed.
Those fixed turrets are mental hard! Or maybe I'm just rubbish... Mind you, it made it all the more satisfying to destroy one.
Might tone down their damage rate a tad. Also point out (in the tutorial) the finer points of long range bombardment. However the turrets are useful in creating 'danger zones' in a level and 'discouraging' the player from going where they shouldn't too soon.
'how much time a week are you able to give to it? '
Usually 3-4 hours a night. More on the weekend. Obviously I've done quite a bit more than what's on show in the demo.
Nomen
'Runs fine on my machine so far - only did part of the training so not had any battles yet. I'm running XP SP2'
That's good. However it chokes back the particle fx when getting low FPS, so you're probably not getting full smoke plumes etc...
Look for dashed lines on the radar leading you to your 'hub'. Touch the hub to activate it.
' Well, a barrier... where I have to go?'
There's a path down the hillside to the plain. It's behind the boxes on the left as you first approach them. Do a little searching - it's not difficult to find.
'Please highlight the menu option if the mouse if over it'
Will do.
'- feels too slow, any temporal booster possible
- the cannon always circled for me which is very annoying
- aming the cannon higher would be nice'
RMB will stop the cannon. 'H' will bring up help screens. Remember to press C to max your engines.
'Cannon shooting looked too much pixelated for me'
That's intentional - it's a digital world.
MrTricks
'frame rate a reasonably constant 25 for me.'
Would like it to run a little quicker but unfortunately it's still written in basic so it's never going to be as fast other compiled languages. More optimisation needed - there's a lot of function calling going on.
'more FPS-like control method,', 'certainly would like the turret to turn with the body ','I would like the radar to spin with the player'
I think I can see myself releasing a small control test demo just to make sure everyone's happy. All these things could be user defined options.
'I really liked the artillery bombardments, I would love to be able to call those in myself.'
In a bit of a quandary here. I don't think I'd include a 'call in an airstrike' option cause it's kind of contrived. I have been thinking about a powerup option to go to an 'artillery mode' - i.e. tank 'transforms' with the tradeoff being that the player's very vulnerable to attack when in that mode. How does that strike you?
'I like the ability to push power to different systems, but I was a little disappointed that it was just one level'
Probably need to have more levels - perhaps fine control as a secondary control. However I think the player really just needs to be able to push a button and max out engines when needed.
Those fixed turrets are mental hard! Or maybe I'm just rubbish... Mind you, it made it all the more satisfying to destroy one.
Might tone down their damage rate a tad. Also point out (in the tutorial) the finer points of long range bombardment. However the turrets are useful in creating 'danger zones' in a level and 'discouraging' the player from going where they shouldn't too soon.
'how much time a week are you able to give to it? '
Usually 3-4 hours a night. More on the weekend. Obviously I've done quite a bit more than what's on show in the demo.
Nomen
'Runs fine on my machine so far - only did part of the training so not had any battles yet. I'm running XP SP2'
That's good. However it chokes back the particle fx when getting low FPS, so you're probably not getting full smoke plumes etc...