The gallery, and other stories...
Posted: Sat Sep 01, 2007 1:33 pm
A wonderful game, and the entire editor melange is quite the icing on the cake. Was up until some obscene time this morning throwing together various enemies for a friend to have a go at defeating...
I do have a few suggestions - which is, frankly, why I am posting here - such as to increase the functionality of the gallery... It would be nice to select all from a specific user - I could just ctrl + f it all, but it shouldn't be too difficult to implement a way to show user-specific levels.
The new rating system is quite nice as well, I'd like to see how my levels are being seen, but it would be good also to expand this feedback system - perhaps some way of commenting on the level?
The game engine itself is very nicely put together. There are a few additional features that could be added in - someone mentioned using keyboard-controlled direction and mouse-aiming? - but overall, gameplay is smooth, not too complex to pick up, and broadly appealing - in a vector-graphic 'let's blow stuff up' sorta way.
It would be nice to introduce some part that temporarily deactivates the parts connected to it... Hit it with a couple of rounds and it and the parts connected to it go red and do not work, until it 'restarts' a few seconds later. It would open up a lot of new design possibilities, especially in conjunction with shields/invulnerable pieces: pinning open tracks to expose the core. I'm not sure if this would be logistically feasible - a lot of considerations to take into account: would the connected parts to be deactivated have to be set specifically? Otherwise in many cases it could well deactivate the entire structure - but I think it would be worth some thought.
Multiple-cores offer quite interesting possibilities - I note that when a duplicate is struck the source of its clone blinks also. Use of multiple cores via duplication is quite buggy, the jump around a lot, heh. I don't know whether you intend to remove duplication of cores or not, but it would be interesting to expand on this.
Oh, and perhaps the ability to add customised 'flight patterns', rather than just to follow the user?
And while I am here, what on earth do the switches do?
- Macbeth
I do have a few suggestions - which is, frankly, why I am posting here - such as to increase the functionality of the gallery... It would be nice to select all from a specific user - I could just ctrl + f it all, but it shouldn't be too difficult to implement a way to show user-specific levels.
The new rating system is quite nice as well, I'd like to see how my levels are being seen, but it would be good also to expand this feedback system - perhaps some way of commenting on the level?
The game engine itself is very nicely put together. There are a few additional features that could be added in - someone mentioned using keyboard-controlled direction and mouse-aiming? - but overall, gameplay is smooth, not too complex to pick up, and broadly appealing - in a vector-graphic 'let's blow stuff up' sorta way.
It would be nice to introduce some part that temporarily deactivates the parts connected to it... Hit it with a couple of rounds and it and the parts connected to it go red and do not work, until it 'restarts' a few seconds later. It would open up a lot of new design possibilities, especially in conjunction with shields/invulnerable pieces: pinning open tracks to expose the core. I'm not sure if this would be logistically feasible - a lot of considerations to take into account: would the connected parts to be deactivated have to be set specifically? Otherwise in many cases it could well deactivate the entire structure - but I think it would be worth some thought.
Multiple-cores offer quite interesting possibilities - I note that when a duplicate is struck the source of its clone blinks also. Use of multiple cores via duplication is quite buggy, the jump around a lot, heh. I don't know whether you intend to remove duplication of cores or not, but it would be interesting to expand on this.
Oh, and perhaps the ability to add customised 'flight patterns', rather than just to follow the user?
And while I am here, what on earth do the switches do?
- Macbeth