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Flamewar!

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jhocking:

--- Quote from: neomang5 ---My problem is that your game is way too hard
--- End quote ---

Yeah, a lot of people have been telling me that.  Believe it or not, the game was even harder before.  I kept ratcheting up the difficulty while developing, and then when I had a friend playtest toward the end I realized I'd gone overboard.  I didn't want to go much easier though, because then it'll be way boring.  The game is very repetitive, after all.


--- Quote from: Mnementh ---
--- Quote from: Gryff ---Your game is not mac-friendly, so I am unable to try it. It- it sounds fun though?
--- End quote ---


What he said.  Also, it had better mention the iBlogosphere.
--- End quote ---

Yeah, the lack of a Mac version tears me up a little.  I mostly use a Powerbook, and only have a PC for the exclusive purpose of developing games.  The development tool I use is currently switching to OpenGL, and will be cross-platform, but for the time being it is built on DirectX.

Unfortunately, I do not mention the blogosphere.  That's a funny idea though, and would have worked really well with the premise.  It's kinda too late now, because I don't want to go back and make such a big change.


--- Quote from: est ---are you taking feature requests/suggestions?
--- End quote ---

I have no immediate plans to work on the game anymore, but if enough people request something I'll probably implement it.  I already added a pause key based on requests; frankly, I'm not sure why I didn't already do that in the first place.


--- Quote from: Inlander ---Just one small game-play comment: I found the movement, especially side-to-side, a little sticky.  Not unresponsive, just - very abrupt, especially in stopping.  I have no experience of designing games so I'm not sure really how to explain it, but I couldn't help but compare the movement in this game to the original Doom: that game was so silky smooth.
--- End quote ---

I know what you're talking about.  I don't accelerate into movements or decellerate to stops, so it feels a little twitchy.  I actually have a commented out block of code where I attempted to correct that.  Thing is, I've never done an FPS before and that bit of code proved to be tricky, so I just said hell with it.  I may try again next week to get that working.

ADDITION: Hm, this post got long.  My bad.

Inlander:
Just played it through again - one thing that might be worth adding is a timer: it might add re-play value if the player can try to beat their personal best time on a level.

edscoble:
oh Windows only, I thought it's a web browser game, fair enough.

jhocking:

--- Quote from: Inlander ---one thing that might be worth adding is a timer: it might add re-play value if the player can try to beat their personal best time on a level.
--- End quote ---

Good idea!  I'll be out of town for the weekend, but that's the first thing on my todo list for when I get back.  Well, the second thing; I'll have laundry waiting for me.

est:
what language is this written in, btw?

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