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Post by bidus on Jul 2, 2012 9:39:05 GMT -5
Hello, We have collected your suggestions for 6 days now. It is time to sum up and inform you about the decisions we had for most of them: Release date: - We don't have a release date yet, but we are close to finishing. We are ironing the last
bits and looking at beta feedbacks while checking out options for publishing the game
What we'll consider for the release:- Tips: Cancel of ONE tip must be clearer
- Tips: Frequency must be lower
- Collisions issue: Fix: Hero sometimes falls through little grounds
- Difficulty: Make the game a little harder at start (have a less powerful weapon when your start) => Discovering more valuable loots from start
- Difficulty: Different (unnlockable) difficulty levels
- Difficulty: Damages when touching an enemy
- More Npc kinds
- Vision field circle more seethrough: Tweak blue energy halo around the hero
- Ease BlockCanon system
- HotKey to add energy
What we'll MAYBE consider for the release (else will be considered for future updates): What we won't do because time lacks (would be done in future updates):- More rooms, challenges, enemies types (Full version already contains lots of them)
- More weapons
- Crafting
- Multiplayer and Coop
- Destroyabe/buildable blocks
- Droped down (little) platforms, too
- Music more in sync with the action
- More Fx
What we won't do by design choice- Less damages when falling
- Mouse interactions in menu screens
- Tweaking character's shield minimal radius
- Localisation (translate to other languages)
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fredtex
New Member
Cash Dangerslab !!!
Posts: 2
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Post by fredtex on Jul 3, 2012 7:14:43 GMT -5
Hi ! I do agree about the design choice that must be enforced no matter what, otherwise you end with a game that never knows where it wants to go. About falling damage, and unless I'm mistaken (which may well happen he he), it seems that the dmg is calculated as a flat number, instead as health % depending on height. This has (again, unless I'm mistaken) the following drawbacks : The more health you have (better belts), the more this damage is trivialized and has no consequence at all, whereas at the very start it is felt (thus some of the forum feedback) as too punishing. Let me give you a concrete example (again, unless am mistaken) : With the starter belt, loosing 30hp (or whatever number it is, just making one up) is a huge chunk of your life. With the 11k hp belt, you don't even notice it, even if you fall 2 miles down... So, unless am mistaken or "fell" on a bug, I would suggest tweaking the life lost on a fall based on a % of health, something like say : - 10m = 10% - 20m = 50% - 30m = 95% - 40m+ = SPLAT ! This would make the jump game and "moon-landing" gestion, so to speak, still relevant in every part of the game. ------------ About Female Characters if you guys can pull this out : Don't forget to also update the name generator - Lili Needlefury - Suzy Dangerbrat - Maria Suckerpunch - Etc... ;D
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Post by megavolt on Jul 4, 2012 16:45:04 GMT -5
Have enjoyed beta testing thanks guys XD
Chick Norris ? ;D
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Post by magmahunter on Jul 22, 2012 16:59:23 GMT -5
you've been developing such a great game, it hurts a lot when i saw the end-of-beta blocks... oh well, patience is a virtue...
i've been wondering one thing though: the business model... what business model is the game going to use?
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Post by magmahunter on Jul 30, 2012 15:34:53 GMT -5
you've been developing such a great game, it hurts a lot when i saw the end-of-beta blocks... oh well, patience is a virtue... i've been wondering one thing though: the business model... what business model is the game going to use? one simple question keeps the whole forums silent???
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Post by bidus on Aug 5, 2012 5:51:10 GMT -5
We are now considering the different solutions => We do not know yet ...
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Post by claymeow on Oct 6, 2012 17:58:53 GMT -5
What we won't do by design choice- Mouse interactions in menu screens
Searched the forums to see if anyone mentioned mouse controls and was extremely disappointed to see this. Design choice? Not having mouse controls in menus for a PC game screams laziness.
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Post by magmahunter on Oct 13, 2012 15:00:36 GMT -5
What we won't do by design choice- Mouse interactions in menu screens
Searched the forums to see if anyone mentioned mouse controls and was extremely disappointed to see this. Design choice? Not having mouse controls in menus for a PC game screams laziness. TB in disguise anyway, can we expect a beta 3 of sorts?
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Post by bidus on Oct 15, 2012 9:30:23 GMT -5
anyway, can we expect a beta 3 of sorts? Yes. To promote Platformines on Steam Greenlight (http://steamcommunity.com/sharedfiles/filedetails/?id=92963567), we plan to release a new free playable demo, with achievements to "unlock".
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Post by tvp61196 on Oct 16, 2012 17:45:28 GMT -5
The only thing I didn't see mentioned was the addition of full-screen. I'm no game developer, but it seems easy enough. Also, I think it would greatly benefit with the addition of the mouse in menus, but that's just me.
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