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Thread: Fangorodrim

  1. #11

    Re: Fangorodrim

    This is great fun, just played my second game and won on default settings... hard mode next I think some extra customization of the ship would add a bit of replayability, though. The graphics could definitely do with a little polish, especially the unsmoothed fonts, but I can understand if that's not your top priority

  2. #12

    Re: Fangorodrim

    great game , i don't know but the shape moved slowly . maybe its not a time based movement .


    question : did u make the game with Torque engine ?

  3. #13

    Re: Fangorodrim

    Quote Originally Posted by Tsunami
    This is great fun, just played my second game and won on default settings... hard mode next I think some extra customization of the ship would add a bit of replayability, though. The graphics could definitely do with a little polish, especially the unsmoothed fonts, but I can understand if that's not your top priority
    Its funny you should mention that because I just put a lot of time into smoothing out the fonts (a lot of people have complained about that). I think you will see an improvement in the next version. Btw, did you win with Mako or Dreadnaut?

  4. #14

    Re: Fangorodrim

    Quote Originally Posted by djcityscapes
    I hadn't thought of various window sizes.
    Switching to Fullscreen crashed my PC (driver issue) so I won't try that again
    Some more window resolutions would be nice - if it's easy enough in Torque, don't know.
    BTW How do you like developing in Torque?

    Quote Originally Posted by djcityscapes
    The 8-point max logistics is a hard limit to force the player to decide between offense and maintenance. How about if 2 Fixer ships = 1 logistic point? That way, you could have 8 Fixers and 4 attack ships in your formation. Or 6 attack ships and 4 Fixers... you get the idea. Let me know what you think of that compromise.

    Another item on my list is a "scuttle" option for buildings and ships.
    "Scuttle" option was exactly what I was looking for when I hit the max ships limit. Some ship
    count indicator in the GUI could be useful too - something like "4/9 ships" to see how many
    I currently have and how many more I can build. Or do it the way you propose to have Logistic points
    and ship types could require certain amount of these. So the indicator on GUI could say "7/16" for e.g.
    3 fixer ships (1pt each), 2 escorts (1pt each) and 1 cruiser (2pt each).


    I'll try higher difficulty now.
    Vampyre Imaging Library
    Earth Under Fire (PGD Big Boss 3rd place)
    Domains Of Chaos (PGD Multiplexity 5th place)

  5. #15

    Re: Fangorodrim

    Those are some good ideas, Galfar. Adjusting the window may not be possible in Torque, but I'll look into it. Your suggestion about showing a ship summary & scuttle options confirms what was already nagging me in the back of my mind. TGB is great since it saves me a ton of work. Without it, I would have to create my own physics and particle engines.

    You may want to download the zip again. v1.57 has some significant changes. The font is smoothed out much better.

  6. #16

    Re: Fangorodrim

    Quote Originally Posted by djcityscapes
    Btw, did you win with Mako or Dreadnaut?
    Dreadnaut - my first game was with the Mako and I died fairly early on. Looking back I'd probably have done better if I'd realised you can repair by hovering over shipyards! I did have an issue with the steering on the Mako, actually - the strafe controls being Q and E makes it hard to use them while turning. Moving them to the right side of the keyboard would make the Mako a lot easier to fly - say < and > or the left and right arrow keys?

  7. #17

    Re: Fangorodrim

    Its not documented but the arrow keys do control movement as well.

  8. #18

    Re: Fangorodrim

    Quote Originally Posted by djcityscapes
    Its not documented but the arrow keys do control movement as well.
    Ah, great

  9. #19

    Re: Fangorodrim

    Ah, excited to try this. Downloaded it yesterday. Will give it a go and post feedback soon.
    *blink*

  10. #20

    Re: Fangorodrim

    Hello again.

    Apologies for the double post. I don't seem to be able to delete my previous one. Mod can remove it if they'd be so kind.

    SO! Fangordrim. I had to check to make sure I had the name right.

    First off, great game you've set up. Got a few comments/criticisms that could hopefully be useful.

    My biggest criticism (and one already mentioned) is probably the keys. I felt like I would have enjoyed myself more if the keys had been a bit different, or ideally, if I could have defined my own choices. As it stands they are far too widespread. There's no way I could do everything without moving my hands all over the place. I want to do be able to do everything, or nearly everything without letting go of the mouse. (Fire and secondary fire? / fire all) should also be mouse buttons. Alternatively, I want to be able to play this game without a mouse, and be able to hit 1-5 for research / build options.

    "Fire" seems to trigger by both keypress and hold. Er... What I mean is, that although fire_rate is set, I can fire faster than ultimate tech straight away by just tapping space furiously. Which made me iiiiiimmmmbbbaaaaa with strafe and a fast ship.

    I was playing in fullscreen mode and I got stuck quite a lot on the edge of the map quite a lot. Most times, I would have to stop moving, and then try moving again after a second before I could go forward. Also at times I didn't seem to be able to warp out and would be tapping shift furiously and letting go and pressing the direction to make my ship warp. I think I would just make warp a single button push. User shouldn't really be pushing warp unless they want to warp anyway.

    Minor graphical issue - if you strafe and push up, (then let up go) your engine turns off. So it looks like the ship can strafe without engines. You obviously don't intend this, as the engines activate if you just strafe normally.

    On graphics, the backgrounds were all really nice! I liked the collapsing menus and that it took my ship a second to come to a stop after I killed engines. It's the little things that really help make you feel like you're in the game world. I'd like more of a story block when you "win" the game. And maybe more support / text from your allies / the guys whom you save.

    The strafe... dunno. I think that maaaaaybe I'd like to be able to engine forwards and back whilst strafing. I also struggled to discern what direction I should push to strafe at times. This is largely my own fault because it is logical, just confusing. As an experimental option, you might try consider what direction to strafe the ship based on it's orientation. That is, it would flip round once your ship rotated past 180 degrees.

    The alien technology was a little unclear / unexplained at times. I didn't know I had to push ; to use the laser, for example, and was sad when the game told me I found amazing new alien technology but my weapon remained the same. Maybe just add a "push ';' to use" message.

    The game definitely needs a scrap/scuttle ship option. On my first playthrough I got stuck with all the first, rubbishy ships and couldn't replace them with my allies' awesome tech. On my second playthrough I played harder difficulty and they all died, so I guess it was fine.

    All in all. Nice work. Keep it up. I'm keen to see new additions when they arise.
    *blink*

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