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  • replied
    Great job man. The teleport mechanic is by far the most fun for me, It just feels so good. I like the responsiveness and how quick it is. I would love to see more puzzles in the environment that require quick teleportation to solve them. Even with minimal art, its heading in a great direction and can't wait to see where it goes. Subscribed!
    Last edited by maltuna; 09-08-2015, 01:32 PM.

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  • replied
    The controls are definitely better than the previous version. It flows really well. The particle that trails after the character dies is a nice touch.

    When I first launched the game, I was able to play up until the double teleport. And then I wasn’t able to construct anymore after that. I opened the game and tried it again, and it didn’t work so I ended up watching the video. After watching the video, I tried playing the game again. And the main character looked like it had kids swimming floaties (white colored) on its arms. http://www.ebay.com.au/itm/Learn-to-...-/271297661197 Have you come across that when you were playing? On the fourth time of quitting and going back into the game, the instructions to construct the portal didn’t really show up until later. There was a lag. :P

    I know it’s still a prototype, maybe you already had something planned. Could you hide the purple teleport portal (1:47)? It should be hidden or placed somewhere else. It feels a little disconnected from the level by having it there. Even though it’s the teleport that you eventually fall out of, so maybe hiding it would be a better option?

    I also noticed that when I skipped an orb, it disappeared when I went back to get it. Or maybe it was just me :P Maybe my character did collect the orb from a distant

    The projectile that curves to hit the spike toward the end of the video is cool.

    Keep up the good work!!!!

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  • replied
    Originally posted by Skummel View Post
    Bug:

    On the first construct staircase, you will die if you just walk onto the stair case without jumping first, even though visually it looks like you dont need to jump

    -Devin
    I also had this issue where the front portion of the staircase will cause me to die.

    In turn of ramping up the difficulty of the game play, maybe introduce the depth after the third use of the construct portal mechanic. The first construct portal should be safe as training for the players. (0:59 on the video)

    Maybe have the collectible gold orbs appear after the construction of the bridge. (1:11 on the video).

    For the construct portal, could it be something that you can pull in real time? For example while sliding the xBox controller's trigger to the left, the bridge would pull out from the wall to the left, and when you slide the trigger to the right, the bridge would push right toward the wall where it came from.

    Or maybe the bridge would have a time limit and if you don’t construct it in time, it will go back to its original form. That could be a mechanic introduced later.

    These are all just suggestions. Still an awesome game!

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  • replied
    Hey man, I played it last night and really liked it! I'm gunna try to organize my thoughts by category here.

    Bug: The construct prompts were very hit or miss, I wasn't sure if it was based on a trigger volume, a timer, or what but on all the constructs after the first one I often had to run away, run back, trigger detective mode on/off/hold, not sure what the sweet spot was that triggered the prompt to allow me to make the construct.

    On the down smash floor, the camera freaked out and didn't quite track me until I got to the bottom.

    On the first construct staircase, you will die if you just walk onto the stair case without jumping first, even though visually it looks like you dont need to jump

    Art: Although the art still looks prototypish I like what you have going on there; simple colors and solid lighting are nice. For my personal taste I wouldn't travel too far away from simple flat textures and good lighting and shadows. The detective mode had some super awesome vfx, really liked the look of that! The puddle walking fx in particular were super cool.

    Gameplay: Dashing was hands-down the funnest action I could do. Exploit the hell out of that mechanic!

    Shooting was a little boring for me, just stand in place and spam the shoot button, not much player interaction. I think shooting could be replaced with an augmented dash mechanic. You've got dash which is already super fun, maybe add a 0.2 sec immunity timer in which time they could hit the 'force push' button which is only available immediately after a dash. That ability would destroy the nearby sea urchins and allow the player to progress. For me, I could easily see that being more fun than shooting. It'd make me feel more involved in the game, more powerful and skillful for pulling it off, even if it's an easy task.

    Constructs are a cool concept, they have potential but are a little unresponsive and frustrating at the moment (see 'Bugs' section above). Once they're easier to trigger I'd love to see puzzles where you must jump + dash + quick construct to make it to more advanced areas. Maybe add in some temp constructs so the player must hurry and do those jump + quick construct combos before they fade away in later parts of the game.

    That's all I got. Super cool game so far. Can't wait to see it on Steam, keep up the good work sir!
    -Devin

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  • replied
    Originally posted by TripleBrick View Post
    I also like the mood very much. There are no textures on it yet, but it looks already great. Excited to see more of it.
    Originally posted by ryanwyc View Post
    I had a chance to play it. I loved it. I was having fun and wanted to play more.
    So more levels! And can't wait for the final art.

    It's a small thing. but a little feedback on control.

    When you have to spawn a stair or a platform using R stick, you need to hit LB while holding down RT before you can spawn stuff with R stick, right?
    Maybe I'm not remembering it correctly.
    Is this intended?

    Maybe I was not paying attention to the tutorial while I was playing, but I had to figure that out.
    I think it would be great if you can skip the 'hitting LB' step.

    Other than that, it was pretty good over all.

    (Sorry for my bad English.)

    @TripleBrick Thanks!, I've been focusing on design and mechanics and really want to flesh most of that out before i start to create art. I am 3d artist by day and dev by night, ha!

    @ryanwyc In the next build i will be sure to make the closest Construct/Construct Portal automatically targeted. The reason for the LB will be used to switch targets for when you have multiple portals within a certain distance and you can cycle between each one. Your concern is more than valid and I will try to fix this ASAP, thanks!

    Leave a comment:


  • replied
    Originally posted by JJGameDesign View Post
    Love the mood and style so far, I think its awesome!

    When it comes to your constructs, are players going to be given options to what kind of construct to make, or is it always going to be the appropriate one and you just need to press a button to set it? Asking because while the mechanic is pretty cool on it's on, it might be cool to have the added challenge of making the right choice?

    All of the particle systems you've created are spot on, very nicely done and they help make the atmosphere that much cooler. Can't wait to see more!

    I also like the mood very much. There are no textures on it yet, but it looks already great. Excited to see more of it.

    Leave a comment:


  • replied
    Originally posted by DarKris3 View Post
    We played on a laptop.

    Processor: Intel(R) Core(TM) i7 CPU @ 2.00 GHz
    Graphics: AMD Radeon HD 6700M
    Thanks I look in to the low FPS and chugging especially when shooting projectiles.

    Leave a comment:


  • replied
    I had a chance to play it. I loved it. I was having fun and wanted to play more.
    So more levels! And can't wait for the final art.

    It's a small thing. but a little feedback on control.

    When you have to spawn a stair or a platform using R stick, you need to hit LB while holding down RT before you can spawn stuff with R stick, right?
    Maybe I'm not remembering it correctly.
    Is this intended?

    Maybe I was not paying attention to the tutorial while I was playing, but I had to figure that out.
    I think it would be great if you can skip the 'hitting LB' step.

    Other than that, it was pretty good over all.

    (Sorry for my bad English.)

    Leave a comment:


  • replied
    We played on a laptop.

    Processor: Intel(R) Core(TM) i7 CPU @ 2.00 GHz
    Graphics: AMD Radeon HD 6700M

    Leave a comment:


  • replied
    Originally posted by KoldKam View Post
    Hey! I really like what you've made. It was pretty fun! The prologue text killed me though

    Thanks for playing, much appreciated! yeah "dat prologue"....

    Leave a comment:


  • replied
    Hey! I really like what you've made. It was pretty fun! The prologue text killed me though

    Leave a comment:


  • replied
    Originally posted by JJGameDesign View Post
    Love the mood and style so far, I think its awesome!

    When it comes to your constructs, are players going to be given options to what kind of construct to make, or is it always going to be the appropriate one and you just need to press a button to set it? Asking because while the mechanic is pretty cool on it's on, it might be cool to have the added challenge of making the right choice?

    All of the particle systems you've created are spot on, very nicely done and they help make the atmosphere that much cooler. Can't wait to see more!
    Hey JJGameDesign!

    Thanks for playing you know it's funny that you bring this up. Initially/ currently the construct system is set up for the player to choose different types/shapes that he can place. For this 1st test i wanted it to be more controlled and I was unsure if giving the player choice would help the overall design.

    When i first tested "switching contructs types" in my test level it seemed as if it would be trouble some if i gave the player access to multiple shapes but after some thought i came to the conclusion that based on a specific puzzle area i could give the player access to the few necessary shapes he/she needs.

    Example:
    player sees construct portal
    portal opens and grants access to 3 shapes
    player can cycle between which one he wants to construct at that time
    each shape constructed will potentially give the player access to a certain path


    ***NOTE*** currently if you play the demo if you have a construct built and selected, clicking in the right thumbstick will destroy it.

    other note, there also is functionality to move construct spawn locations but this is not accessible in the build that is available.

    Leave a comment:


  • replied
    Love the mood and style so far, I think its awesome!

    When it comes to your constructs, are players going to be given options to what kind of construct to make, or is it always going to be the appropriate one and you just need to press a button to set it? Asking because while the mechanic is pretty cool on it's on, it might be cool to have the added challenge of making the right choice?

    All of the particle systems you've created are spot on, very nicely done and they help make the atmosphere that much cooler. Can't wait to see more!

    Leave a comment:


  • replied
    Made some control/movement updates and i think it feels better. More snappier, fast paced and responsive...new build upload so you can re-download to check it out.


    also some screens of this test level:
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    Attached Files
    Last edited by PhoenixWo1f; 08-18-2015, 05:25 AM.

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  • replied
    Hey thanks for the feedback DarKris3 & Mojo, much appreciated!

    I will take in account for movement/control over the character seems like people would like it to be more snappier. ill see what i can do on my end.

    The other issues you stated i can resolve with the spikes, tutorial tips and the spamming of text (developer build, haha)

    as far as frame rate i'm unsure the particles i created are fairly optimized and there is nothing in the scene but i will be sure to look in to that.

    *** It would also be beneficial if people could post their computer specs***

    As far as the end of the level i just cut it off there it wasn't a proper ending and this currently represents about 1/6th of the first level. Providing the community with this small portion helps me find out what is fun, or not fun, what is easy, difficult, etc before i take any further steps. This allows me to really change things early based on the community feedback.

    I'ts gratifying to know people were able to complete it and played long enough to get to the end.

    once again thanks!

    Leave a comment:

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