POLYMANIACS - Alpha Demo [Feedback Request]

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the AI might need some work tho, even tho i spend allot of time laughing at cars stupidly running into tree's right infront of them, like radio-cars bumbing in to eachother... hehe

the second map also had a HUGE problem with that vulcano in the middle, ALL cars turned up in the hole, and almost never more than 1 outside at any given time, and ofcourse... the second one car is in the pit, all other are magneticly drawn to it ;-P



In the readme I mention that the AI is just a WIP. I assign different behaviour states to individual vehicles each having a number of sub states. I have a colour coded collision grid which the AI's will use for pathfinding eventually but atm they do not use it so have no knowledge of their surroundings .. just where other vehicles are in their FOV. I personally like it when they do silly things so I will retain an element of this but they will navigate the landscape with a bit more savy in future.


something that i noticed after 30mins of play, was how enoying the police&ambulance siren's become, i dident check for any audio turn-off settings, and some background music might have soften it out, i also anderstand the reason for them ofcourse(nice to know where the amulance is).
but maybe you should add some sort of map or pointers on screen in direction of amulances insted of constant "waow waow waow" sounds?



Agreed. It's grating after a while. I'll be adding an option to turn recurring sounds off.


One thing you must do though is allow the menus to be navigated with the keyboard and mouse or the joystick without taking your hands off whatever input device you're using



This is a tricky one. Until the user configures they're contols - in particular the analogues it will be difficult to allow them to use this for the menu's. I'll need to have a think about this.


A nother interesting thing was, that i had to close the game becus i started to feel dizzy(lol), something that almost never happens to me, and i Play LOTS of 3d games and fps'es, not sure how this could be solvable... all the driving round&round feels like a part of the game play.



A free pack of motion sickness pills?!


I was just attempting to explain why other people were put off by the controls.



Well the reality is that YOU seem to be the only one put off by keyboard controls for the chopper and you're playing with dual analogues - go figure!


The targeting still needs work



Agreed as stated above.


Are you going to add networked multiplayer to this?



No plans for this atm. Getting the physics working over a network it no simple task, added to the fact I've no networking experience. Perhaps for a future update but not atm.

I hope to add an integrated level editor but this is not a priority. I already have one built but it's not so end-user friendly.


Copland is also great fun. I can't really see anything wrong with that mode. It's just a blast flinging the spikey ball around into all the little cop cars which are going nuts. Truck hunt was fun too. The tank controls and the truck controls seem fine.



Vanakazi is the latest addition where the aim is to self destruct to kill the Vans to score points. The AI's current level of stupidity make it great fun with a few mates - especially taking out 4 at once!

Thanks folks

Stevie