Thrust Extreme

Miscellaneous Forums/Blitz Showcase/Thrust Extreme

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Had a very quick play (couldn't resist!). It's very nice and smooth. I noticed that you've gone for a segmented pod cord, which changes play/dynamics quite a lot. Not sure yet whether thats good or bad. Maybe you could make it a different number of segments in different levels. :)
The jury is still out on the segmented line. some like it, others loathe it. I'm going to make it less 'stringy' first though.
I can understand the segmented cord thing from the 'making it a bit different' angle, but combined with the stretchyness just goes too far I feel. It feels more like its there to be clever rather than add anything.

I mean what space scientist in their right mind would develop a 'tractor beam cord thing' that is so damn difficult to control ?

If it stays, then there should be pod to ship collisions too.

Well, the rod isn't there to be clever, I really want to do something with it. Orb > ship collision sounds interesting, and it's something that wasn't possible in the old game.
LOL about the space scientist :)

Will the game save if you have passed a level.
So one won't need these passwords as in thrust deluxe?

That would require a player profile, which sounds great. I'll look into it.

Just downloaded again but the new exe to check graphics modes doesn't seem to be there. I'm still getting the same result when running the main exe i.e. nothing happens.

OK , I'll create a more robust screen resolution scanner and add a proper config menu.

Bug Report : On the first level I killed the limpet, shot the reacton until countdown started, picked up the orb and flew upwards ... I thought I'd made it but exploded and lives counter continued to go down to -1000 before I had to quit using the task manager.

The gravity seems a touch too strong but as I haven't played the original for a while I could be wrong!

Thanks for the bug, I will check it out. The gravity seems fine by me, really.

Possible AI glitch:

The tanks sometimes fire on the ground right "in front" of them. - Can't remember if that was in the original as well.
They should always shoot "away" (depending on their position) from them...

True. I also noticed this. They also fire at a fixed rate right now, but that will be changed later on as well.

i) The Warp-line idea I feel breaks the immersion slightly, possibly remove it to make the transitions seamless?
2) When out of fuel, if you hold both the thrust and the tractor keys, fuel goes to -1.

1: You mean the Wrap line? Yes, it's supposed to be hidden. I forgot :)
2: Thanks, will fix that.

Quite love the fact the interface/graphics style is the same as your previous project Grid Assault, any plans for another project doing the same after this?

I hope so, I have a few game designs laying around.

The only thing I'm not too keen on is the ship "warp" when you reach orbit.

I agree, I need something more spectacular.

Thanks for the feedback guys! Very helpful.