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Absolutely love the idea. Maybe it'll lose a bit of the simplicity charm of the previous DCR games, but it's definitively step into future.
And it's just 3rd game that tries that, and you can still be the first who manage finish it ;)
The questions are:
Are you definitively keeping it single-player?
What about collisions between vehicle parts/vehicles?
Car combat maybe? With additional engineering challenges, as angling armour plating and stuff.
Great to see you're still alive!
For me the most interesting part of the video are those blocks staying there after explosion. Will they disappear over time, or join the voxel grid after they stop moving? First would be just pretty, yet useless, decoration. Later would be game changing (for good).
I gave it a try, as I like both top-down and mech combat. The idea is good, but:
First of all the controls - current set-up where you use the same finger to fire gun and twist torso (which is needed often, because turning legs also affect torso) is really weird. Especially because you have very little feedback regarding the direction you gonna fire. IMO the only way to make it smooth would be mouse control for torso. Either crosshair or laser pointer is also needed, to make shooting less guess, and more tactical decision.
Second is oveheating - it happen too fast. Unless you hit the tank every single time, you probably gonna overheat, shut down and die.
Third thing is what made MW/BT so great and popular - making your own mech. Hope it's planned.
Fourth - what are your plans to make it unique, compared to all other top-down games? Sticking with MW universe (valid option, unless you decide to monetize it) or creating something new?
5th - opening forum, here on IDB, would be nice if you want more feedback.
Looks great. For quite some time I've been waiting for proper society simulation. Hope you plan to do it more in simulation than RTS fashion.
Best luck guys!
Posted by aleksanderpaul. His games: Indiedb.com.
Maybe some indieDB bug?
I can answer about siege engines - there will be everything, including trojan rabbit - you just have to build it with logs, axles, wheels and winches :D
Jay! Less broken tools for us, scene editors :D
But if blocks fall back into voxel grid (not as items that you can pick up), resources became blocks again - and have to be mined by hand. Not to mention that explosion in narrow tunnel wouldn't create large chamber full of items ready to be picked up - just make celling fall on the floor and bloc the tunnel.
Have you thought about making those pieces land on the ground, creating nice piles of debris around the crater?
There is spell that can summon light, but you get information about it after second gate. Personally I hate games where you can just see in the deep dungeons without any torch or spell.
My two cents:
1. The text displaying time is painfully slow. We need option for it to appear instantly
2. The scull obscure the most important part of the screen - camera need to be moved somewhere (preferably above the skull, eventually to the side)
Links to download from the summary pages are swaped - first lead to MacOS, while it's marked as win.
IMO the highest levels should be available only through doing the job. No matter how well you're trained - you'll never reach the mastery level of those who practice in real.
Probably the most important feature for me :D
One thing is strange to me - why way thicker shoulder pad is on the right shoulder? the left one will take much more lead?
IMO playing with asymmetry could increase his badassness (jay! new word created) - shoulder, elbow, knee pads, forearms, ect.
Wow. Just a (part of) my dreamed game. And it looks like we had really similar ideas (i.e. construction beams, torque connections, cables, pipes)
There are a lot of differences, but maybe my thoughts will help you somehow.