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AirRaid

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Everything posted by AirRaid

  1. Well starting a new game would definitely fix it, but I'm sure there's a similar command to make the actors stop ignoring the player.
  2. Sounds like your Joy pills are working as intended to me!
  3. There is one guy who has sent a joke to Jack in one of his broadcasts who is "not a real englishman, he's an afrikaan from africa. But he's doing his patriotic duty to fit in!". So there's definitely non-whites in and around the town, even if we can't see them yet.
  4. Half-life, THPS2, Puzzle Pirates, Borderlands... I've had a few. I don't think I knew it waas called Tetris Syndrome though, that's cool.
  5. Excellent! That will really tie the town together.
  6. The answer to your question is in a pinned topic at the top of the forum section you just posted in. (And yes you'll need to pay for pre-alpha access) http://www.compulsiongames.com/forum/discussion/880/where-to-get-the-game-pre-alpha#latest
  7. Your second question has been hit on a couple of times, and yes, the artists are working on more variations of buildings. It'll take time though. The Alleyways idea is brilliant though. actual narrow cobbled alleys between buildings instead of just small grassy areas would be really great. Some of the larger grassy bits would still make sense but a little narrow maze of alleys would be awesome, especially for losing people who are chasing you. This would maybe help partially fix the problem with some gaps between buildings being not quite wide enough to walk down causing the player to get stuck, too. Maybe if @Nalia or @Sam see this they will get the idea to the right people, and see if it's workable?
  8. 4. My only specific issues was a system that combines being frail with permadeath, as it means a solid game can be lost in an instant. However, I'm guessing this will change as the game does. While this is a valid point, I'd like to say that this also can add to the game. The sense of tension you get when everything is going well and then you make a slight mistake and suddenly everything is in jeopardy... it works really well.
  9. @Sam The water system is changing - I'm a little surprised that people aren't using the water purification system, but that's good feedback. I do use the purification system when I can, just, charcoal can be kinda scarce sometimes, and you need a bunch of it if you want to carry large bottles. And then if you decide you need to craft some bangers, there goes any charcoal you might find. The purification system as is is pretty good, although the way it uses bottles is a bit weird (logic to me says you'd need a spare empty bottle, but maybe thats just too complex), and how it wont let you purify a bottle if your inventory is full (probably because it checks to see if there's room for the new bottle before it takes the old one out?) Overall I found it easier to just run back to the garden district and use a pump to fill up. You tend to go through a lot of water if you need to keep taking joy then going through withdrawl to get over a bridge.
  10. I purposefully didn't play for a little while, then booted up the new update a few daays ago to give it a whirl with a fresh perspective. I saved a recording of the whole thing, if you want to watch ~3 hours of gameplay. Quite a lot of that is me getting lost and confused though. There's 2 videos - http://www.twitch.tv/aiziril/v/10490962 - 1st session (2h12min) (I think there might be a death toward the start, I forget if I recorded that part) http://www.twitch.tv/aiziril/v/10539142 - 2nd session (49min) Some feedback - The new stuff is good! I like the increased island size, it feels more sprawling and a but more adventurous when exploring. It also feels harder, which is nice. Combat with the average wastrel is harder, and having to find/craft the specific things to escape gives a nice structure. I like the change to rotten foods, but I feel the health loss from food poisoning is far too harsh. I ate a thing to see how bad it was and it killed me in really short order. Also, with the new island sizes, I resorted late on to trying to map out all the streets to find the fuses scenario because that was the only place left that I thoought I could get a multi-tool. And even with 99% of the Village mapped I still somehow missed it until really late on. This had unfortunate consequences. Also it makes running back and forth to the garden district a little bit of a chore if you want some clean water. I got a really nice roll on the Garden-Village bridge though, so that helped. That new Future-Joy-Bridge is a pain in the butt though. And I think the joy detector bugged the first time I went in, I had over 50% Joy but the siren went off anyway? Love the new map widget, feels better and looks better. The new suit crafting system feels better. I've definitely noticed an increase in sewing kit drops, and the different types of linen is a good touch. Having said that I tried the thick suit after a while of using a dark suit and instantly swapped back because it made everyone suspicious riught away. This kinda makes it useless because i doubt the protection is enough to hold off that many wellies. I ran into several small bugs, most of which I can't remember now or have already been noted in previous threads. One thing I have noticed, is that the female Wastrels will sometimes snap "Back off!" at you, and sometimes it can kind of sound like they're telling you to F off. While this is technically pretty accurate for annoyed english people I'm not sure that's the effect you were going for. Overall really good progress, looking forward to the future.
  11. @YourFavouriteDwarf Did you not read the intro textbox you get at ther start of every game? It says there's a maintenance hatch you need to find...
  12. Wells is actually a city, so defined because it has it's own cathedral. It's easily the smallest city in England though, and yeah its pretty small in general - you'd think it was a medium sized town if there weren't signs everywhere calling it "The cathedral city of Wells" It's a nice place though. Fun fact: the majority of Hot Fuzz was filmed in Wells, and that was supposed to be set in a small village.
  13. Wellington wells is supposed to be "Located in the southwest of England", according to the kickstarter info. Which makes sense since Wellington and Wells are a town and city respectively in Somerset in SW England. Less than an hour down the road from me. Interesting stuff about Gibraltar though.
  14. I think my biggest issue with the map as is, is the icons are quite large so it's not always clear exactly where they are meant to be on the map.
  15. I'm on the side of no minimap, more landmarks. I think the compass is good enough for general navigation, and having a minimap would mean more time spent looking at that, and less time noticing little details in the world. Also, I get that more variety in buildings and therefore more recognisable areas is a matter of time, so that will get better as the artists complete more assets. I think a proper minigame would subtract from the experience though. My opinion.
  16. I hit that same permanent-stuck bug in that scenario with the piled furniture. Ghost works.
  17. Chiming in on the "Tried to fill a canteen with water" crowd. I think they should be usable for water, i cant think of a reason they wouldn't be, and it's one of those glaring silly things that sticks in your head. Also on the inventory space purifying water issue, consider this - Where are you pouring the water to? You pour it out of the bottle it's in, through the cloth/charcoal combo into.... the bottle it's in? Technically you should be required to have a spare empty container to do this.
  18. Definitely echoing the day/night differential, and the startup tooltip box. Also your Bobby disco loooks great.
  19. My advice would be similar to Shmerl's - If you're buying a computer specifically for gaming, don't buy a laptop.
  20. One more thing I've thought of, I feel like it's far too light at night time. Sometimes I'll go outside and I won't be able to tell right away what time of day it is. I feel like having the night time be actually reasonably dark (at least away from the lights of the town) would add a lot to the game (and make the Dark Suit actually worth crafting). Sneaking around the shadows of the back yards should feel sneaky. It would also add another layer of difficulty in the garden district, not being able to see properly if there's wastrels about.
  21. @VictorySalad - yeah I've had that happen in a couple of places. I think the game needs to be able to force you into a crouch in certain areas if there's not room to stand.
  22. I agree with the inventory pausing time thing, it can make a lot of encounters pretty trivial, and having time flow normally would add another layer of tension.
  23. I thought the kickstarter video specifically mentioned that the germans won and occupied england in this reality.
  24. Lovely day for it! I've played several games now, with varying levels of success, and I have a bunch of feedback. I'd like to firstly say, great job! The game as a whole is fantastic, especially given the very early state. The setting is really good, and the art and sound direction really help to carry it off. More than that though is the feeling in game of sneaking around trying not to be noticed. The tension is excellent, and then the mild panic when you get caught out and have to leg it is great. There was also a part where I accidentally got into a huge brawl with a load of wastrels, and barely made it out alive. I was left with maybe 10% health and I was bleeding with no healing items on me, so I had to throw caution to the wind and leg it into the village to find some things to keep me alive. I had to break into 2 houses before I found some alcohol which let me craft a bandage to stop the bleeding. It was one of the best couple of minutes of gameplay I've ever had. With that said, there are a few things I'd like to see improved or maybe changed. Here they are in not really any order - The game is pretty easy as it stands. I know a few people have said this and you are aware, just echoing that. I have a couple of specific ideas which might help that though. Firstly, it feels pretty short. Once you have a rough idea of what you need to get the exit (really it's 2 items at the moment which aren't too hard to lay your hands on, one is even craftable), you can skip probably half of the game world. I feel like the exit chamber should have some puzzle quality to it. Perhaps it could be a randomised event like the bridges. You wouldn't know what you needed to do and what items you needed until you'd successfully broken in. Perhaps you could require a specific item like a fuse or a wrench in order to get the door open or clear a blockage. This would then send you back into the gameworld with a set goal to find what you need... except you wouldn't really know where to find it so you're back to exploring again. Just one idea. In addition to this, the game world feels a bit on the small side. A lot of the buildings are non enterable, and a lot of the ones you can get into hardly seem worth it once you've raided one or two and have a good supply of food. This has the effect of shrinking the world considerably. Having a reason to visit each area would be good. Currently there's a lot of loot and crafting ingredients in the game, but it doesn't feel worthwhile collecting them because you're not in the gameworld long enough to need 20 adhesives or 15 mechanical parts. I think creating a reason to need to go to every area would be a good idea, perhaps tying in to making the exit more complex. On top of this, the final area with the tall white buildings feels incredibly empty. There are only really two things of note I've ever seen there - the exit and maybe a safehouse. The whole area kind of feels like a waiting area where you stand around until its night time and you can sneak to the exit hatch. The balance of weapon availability vs degradation feels off to me. I don't feel like a Rolling Pin or Cricket Bat should fall apart in 8-10 hits. Subsequently if you want to play combat-heavy you need to carry a lot of replacements, which really clutters up your inventory space. Some of the buildings can spawn forming alleyways which look like you can walk down them but are very slightly too narrow at one end. I've been cornered a couple of times like this and it's pretty frustrating. Would it be possible to stipulate a minimum distance any two points of a building could be from each other before they spawn completely joined together (or close enough that it's very obvious there is no path through). I'm not sure how easy this would be to code but it would alleviate these issues. I've seen buildings clipping through each other as well. One time to the point that I couldn't get upstairs in a Welly house because the pet shop next door was blocking the stairs. (Screenshot). I realise this is still being worked on though. I also find a lot of the roads get placed slightly oddly when there are vertical changes in the terrain, causing odd pathing issues for the AI (they don't jump) and causing problems for the player in certain situations. Wellies don't like seeing you jumping about but if the kerb for the road is slightly too high to walk up from the grass you need to jump and you get unwanted attention from this. In more extreme circumstances the roads can spawn several feet from the ground (Screenshot). The "hump" of ground under the road was only under the road - it sloped up from the bridge and then down to the street I was standing on. I realise it's probably an in-progress thing, but the world being a set of islands surrounded by open water feels really odd to me. If I were to suggest a solution, I'd propose a "mainland", seperated by a channel similar to the current ones (maybe a little wider), covered in trees. This would help to sell the setting of rural England quite well I think, and perhaps serve to make Wellington Wells feel more claustrophobic as well. If you wanted to sell it further you could add a river entrance/exit to the "lake" on either side and have an access bridge to the mainland (closed in the game). I noticed the reflection of the moon doesnt actually line up with the shiny bit in the sky (Screenshot) I'm sure there are more things I'm forgetting but I've spent ages typing this up already, I'll post more as I think of them. All in all though you guys have made me glad I upped my pledge for the pre-alpha. I look forward to seeing this game grow and develop.
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