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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: 1 Bar Design - Development Updates and Discussion - RVR α
So with all the hubub moving domain, I didn't get around to the mapmaking walkthrough  However, Things have been going pretty smoothly with the switch  If you notice anything ♥♥♥♥ up, give me a bell on the support board or wherever.
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Mon Nov 22, 2010 9:21 am |
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FoiL
Joined: Tue Oct 30, 2007 4:02 pm Posts: 1434
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 Re: 1 Bar Design - Development Updates and Discussion - RVR α
I'm actually kind of glad you're not just going to work until you eventually burn out. Breaks are just as necessary has pathfinding.
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Mon Nov 22, 2010 11:03 am |
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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 Re: 1 Bar Design - Development Updates and Discussion - RVR α
My oh my. The site now works. <3 you Geti. <3 you Pete too.
Anyways, review time!
-Shotgun, as said before, has insane range. Pretty balanced up close, though.
-Dummy MG has quite a long reload time. You shoot for two seconds and have to wait at least four for until you can shoot again.
-The whole thing felt a wee bit too fast and confusing, but you've already said you're going to make conquest mode, so that's ok.
-Separate buttons for jumping and jetpacking? Son, I am disappoint.
-It is possible to cheat by clicking off-screen to pause the game, then placing the mouse over a nearby enemy and clicking. You'll never miss (works better with a shotgun).
Other than that, everything was top notch. I am a huge fan of the dummy jetpack and ceiling grabbing.
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Mon Nov 22, 2010 12:01 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: 1 Bar Design - Development Updates and Discussion - RVR α
Glad the server change fixed your crazy issues. Dummy MG has .2 second more reload than the shotgun, says the code.  Looks like I might have to get keybinding in so you crazy people who like jumping and jetting at the same time can (as well as those on azerty and dvorak and all those other crazy keyboard layouts). The reason they need to be separate is that it gives you a lot more control when it comes to the scrapbot jumppack, but for someone who plays as dummies only I can see the attraction of one less key. Cheers for the criticism. FoiL wrote: I'm actually kind of glad you're not just going to work until you eventually burn out. Breaks are just as necessary has pathfinding. Hahah, too true. Though knowing me I'll take a break by starting and completing a small side project at the same time as partying it up after exams or something. I'm a design/execution addict, methinks.
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Mon Nov 22, 2010 8:35 pm |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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 Re: 1 Bar Design - Development Updates and Discussion - RVR α
That clears things up. I really admire the clarity of your vision, Geti.
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Tue Nov 23, 2010 12:48 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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 Re: 1 Bar Design - Development Updates and Discussion - RVR α
I've been keeping an eye on 1bar design for a while now(cos I'm really insterested in your work).
The RvR game is definitely too fast. I've played Soldat, and RvR is even faster and more chaotic. It is hard to keep track on what's going on, let alone switching robots. Though I really hope to see this gets finished. It will be fun I believe.
Also, I want to see grappling hooks. Dunno why. Maybe it could be a separate game mode, no jets.
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Tue Nov 23, 2010 3:41 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: 1 Bar Design - Development Updates and Discussion - RVR α
That's nice to hear contrary, thanks Small update - shotguns a lot less viable over distance.The balance is still off, but I'd love comments on exactly how you guys feel it could use tweaking. @TDS: yeah, as stated the AI currently makes the game very short and horribly fast-paced, I'm hoping it'll become more like soldat where there are a higher occurrence of 1v1 or 2v2 encounters than 4v5 or higher once the AI does a liiiittle less meth and spends a liiiittle more time aiming and planning. Grappling hooks might be the jetpack of a scrapbot unit later down the line, here's hoping.
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Tue Nov 23, 2010 4:07 am |
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YHTFLKC
Joined: Thu Dec 27, 2007 4:08 am Posts: 590 Location: USA
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 Re: 1 Bar Design - Development Updates and Discussion - RVR α
Kinda like, kinda not. The Dummy still seems underpowered, but eh. Good job anyways, Geti. I'm gonna have a 5-day weekend, so I'll probably churn out a map or two. How's that map guide coming?
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Tue Nov 23, 2010 4:56 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: 1 Bar Design - Development Updates and Discussion - RVR α
YHTFLKC wrote: The Dummy still seems underpowered, but eh. hows that map guide coming? Well, it's the weakest dummy weapon, so it shouldn't feel too strong as is, but it's probably a valid point. Map guide is coming slowly, but I'll get some work done on it now.
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Tue Nov 23, 2010 6:13 am |
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neroe23
Joined: Tue Mar 10, 2009 7:16 pm Posts: 102
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 Re: 1 Bar Design - Development Updates and Discussion - RVR α
I really love your game geti. Really. A perfect mix between soldat and CC, you've done your job. But I was playing and I found a bug. I think I was a dummy and I got hit by a shotgun shot, then my dummy started to fly backward. I was unable to stop him and he came INTO the wall. 
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Tue Nov 23, 2010 9:49 pm |
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Barnox
Joined: Mon Jun 22, 2009 3:57 pm Posts: 1020
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 Re: 1 Bar Design - Development Updates and Discussion - RVR α
Geti: Where the BinBots start, it's possible for them to jump of the screen, where they don't die and instead fall forever...
However, amazing work.
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Tue Nov 23, 2010 11:04 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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 Re: 1 Bar Design - Development Updates and Discussion - RVR α
It'll get fixed once brains are in.
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Tue Nov 23, 2010 11:14 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: 1 Bar Design - Development Updates and Discussion - RVR α
neroe23 wrote: I was unable to stop him and he came INTO the wall. Heh, looks like there's still some physics issues. Good to note. @barnox: yeah, what lizard said. I could force-kill them (and probably will if I make any quick patches) but i'd rather just disconnect them from your team and thus kill the AI in them rather than cause explosions.
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Wed Nov 24, 2010 12:23 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: 1 Bar Design - Development Updates and Discussion - RVR α
Did some work on the level making guide but it's still not done. I want it to be complete when I release it, so sorry for the wait but it'll be worth it for those looking at the level format and having aneurysms.
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Wed Nov 24, 2010 2:59 am |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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 Re: 1 Bar Design - Development Updates and Discussion - RVR α
Yeah, if i knew java or somehting I'd totally make a standalone or whatever. Doesnt seem hard, you'd just need a gui.
Pumped for any updates, no ideas for maps yet...
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Wed Nov 24, 2010 5:48 am |
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