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Sunday, September 30, 2012 - 18:16

Thanks for the feedback guys! I like all of the suggestions.  Always looking for play testers by the way :)

Danimal

I saw the video and i like it; things that could be improved: weapons sounds, better sprites for enemies and some weapons (the missile was some kind of red ball?), i dont know anything about the core mechanics of the rpg part, but a campaign with different planets and especific missions in each of them would nice, upgradable weapons and different players ships will be almost a must.

Definitely.  I was going for a sort of star trek photon torpedo look, could maybe find something that looks more... missle-ish :)

Redshrike:

One thing that I was noticing is that the ship doesn't appear to have a lot of inertia.  It slows down as if there are significant frictional forces acting on it.  It might be interesting to have less drag, which could make movement more fast and involved.

May play around with the inertia a bit.  I settled on a high amount of friction.  Now that I think about it, I can't remember why I settled on such high friction.

 

SpiderDave:

Give the menus, HUD, mission objective indicator, etc should have a more consistant style and color scheme.  You might even work in some kind of interplanetary organization logo or something.

* The ship seems way too fast to me.  I think slowing it down will allow you to focus on strategy in how to make the most of your weapons and resources in battle (i.e. less TIE fighter, more Enterprise).

* Cloaked/hidden enemy ships, and a scanner sweep ability (with a cooldown?) for detecting them.  It could be a temporary revealing in a radius, cone, or maybe even a launched probe.

 

100% agree about the UI art.  I am doing a lot of the UI art and I have kept changing my mind about how it should look along the way.  I think I've got an idea for how I want it to look so hopefully I can go back and straighten some of the old stuff out.

One thing I was planning to do though is to have multiple classes of ships that play differently.  Fighter class for the emphasis on evasion and quickness (All of the ships in the game right now are this).  Capital class, for strategy, resource management combat, and some middle class such as cruiser for a blend of the two.

Definitely want some cloaking style abilities along wth countermeasures in the game at some point.

cemkalyoncu:

Games looks good, but the music is AWESOME.

 

The music is there to hide the fact that I havn't put in any sounds yet :)