Blue Protoman
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Did you look at the sounds I gave you, traylorpark? If so, what do you think?
Blue Protoman said:Did you look at the sounds I gave you, traylorpark? If so, what do you think?
"prefight visualization" doesn't have to be a complex thing, just some numbers when you mark an Enemy in range (before attacking him) that show your chances.crow_riot said:height advantage was not implemented in the compo version, no. height advantage is only taken from the hex height, the units height (the heli ones) doesnt count for obvious reasons
i dont know about the prefight visualization yet, need to talk with traylorpark about that. also animations and what not, i've suggested that, but art+design is his part, not mine
and ... touchscreen handling is quite shitty, yes. i need to go over that code again, for the next release
fusion_power said:"prefight visualization" doesn't have to be a complex thing, just some numbers when you mark an Enemy in range (before attacking him) that show your chances.
What engine do you use actualy? Runs quite fluid on the Pandora what I really like. ^^
And are the Levels made "modular" or designed entirely as "one piece"? I have some basic Blender Skills and know that Blender is not easy to master, so I find it even more impressive how the game looks and works.
It's OK, it doesn't have to be exact. Just some slightly indication would be nice, only a direction of how the fight would end. Helpful when height plays a role in the game. maybe the indication of only the extra height-caused damage or so could already help so an extra + or - damage of the unit, depending of how the height is. ^^crow_riot said:there's a little random factor that modifies the final outcome, so previs in the current state is not fully possible
Yupp, but in reality, I doubt that a Soldier would have an advantage over an Attack Helicopter.pmprog said:To be honest, I really liked the simple but devastatingly effective paper-scissors-stone between man-tank-chopper. If I were writing the game, I wouldn't be tempted to add too much more (in terms of mechanics).
fusion_power said:1 - Even when I had every building, enemy still can build units like mad, does the CPU cheat? The 3-Moves-Limit is not easy to learn, it takes ages to move new units to the front, and you can't defend the front correctly when you have to move and heal other units. Makes the game insane hard with more than a handful of units, I guess Paper Wars is designed to only have a few units or so.
2 - During combat, I guess I noticed that the Enemy still can fire, even if he is actualy dead, because HP are reduced only at the end of the round, I would prefer that an enemy can't fire and instantly vanishes when its HP are 0. Or at least that HPs are instantly reduced. Displaying stuff like "critical Hits" with special Graphics or so would be also nice, if crits exists of course.
3 - The Game needs more ingame feedback, I don't see enemy moves outside of the camera, an option for displaying enemy moves (camera move to place of enemy action and then back) would be great.
4 - More Usage of gaming buttons also would be nice, switching through Units etc...
5 - Can I actualy heal Buildings? Also, nice feature would be if Units can pass directly through Cities, at least captured Cities. At the moment you have to move around a city even if it is yours.
6 - The Map itself is not that good balanced IMHO, at least not fo a game with a Move Limit of 3. Orange has a clear advantage over the terrain and blue has a hard task to do with sending troops to the enemy base or to other buildings. It should be tweaked here and there for better "game-flow".
7 - EDIT 2: I forgot one thing: When you do 3 Shots with one unit in a row for example, there should be 3 shooting animations instead of one, makes more fun I think. BAM!-BAM!-BAM!
pmprog said:1. 3 moves per turn is great - Don't limit to 1 per unit, that gives a distinct advantage those the side with the larger army. I don't think XCOM style Time Units would give you anything worthwhile.
2. Elevation - Given what was in the demo, I don't think including elevation in the battle mechanics would be a good thing without the "transport option" on the chopper to do drops, otherwise you could wall up with a bunch of tanks with some men taking out choppers.
To be honest, I really liked the simple but devastatingly effective paper-scissors-stone between man-tank-chopper. If I were writing the game, I wouldn't be tempted to add too much more (in terms of mechanics).
BTW - Is this the best place to keep up to date on the development of the game?
I know, I play like this. But the Soldiers just eat up so much moves until they are reaching combat area, makes it hard to plan. ^^ Moving a unit or shooting or healing another unit...hard decissions.traylorpark said:1. Hahaha, the CPU does not cheat. The CPU was tuned to be a challenge for Crow and I. I'll tell you one secret for Paper Wars, its that you don't ever focus all of your moves on a single unit. Distribute all of your moves to doing multiple actions across the battle field. Don't just move 1 unit 3 times, move 3 units 1 time. Of course adapt this to the situation, but you should be conscious of this.
First thing I capture is the Heli Pad. Straight march to it and got it. I learned from Advance Wars that it is a nice tactic to care for the buildings in the distance first because the near ones you can always get with a later built unit in the same time. CPU usualy wastes time to capture near buildings first, that gies me time to capture the strategic more important points in the distance. But pssst - it's a secret Pro-tactic.traylorpark said:Because your turns are short, focus on bite-sized goals, don't go for the gold right from the start. You need gold, get that. You want to control the helipad, capture that. (just controlling the helipad is sometimes more useful then having a helicopter). Rally around points that can heal your units. When you have enough units, push to the next destination by distributing your moves to all your units.
Orange has two I thought: the slope down to the City and the Bridge to the Heli Pad. ^^traylorpark said:Orange only has one exit from it's base ... you can use that as your advantage when attacking ... and overwhelm that platform below the orange base by bringing in units from 2 sides.
You could make it optional, it is just a repeating of the Animation. I really would like to see each shot I do. Because at first I was confused that the weaker enemy killed my stronger Unit with one shot...of course it was not just one Shot but it looked like this.traylorpark said:7. I guess its a matter of taste. I just wanted to keep he game going fast, but make the explosions bigger. We are still tweaking that.
fusion_power said:You could make it optional, it is just a repeating of the Animation. I really would like to see each shot I do. Because at first I was confused that the weaker enemy killed my stronger Unit with one shot...of course it was not just one Shot but it looked like this.traylorpark said:7. I guess its a matter of taste. I just wanted to keep he game going fast, but make the explosions bigger. We are still tweaking that.
Making the game faster would be already to improve the Touchscreen controls, they are very unresponsive at the moment and clicking takes ages until it is accepted.