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Comment History
CalenLoki
CalenLoki - - 17 comments @ "There Is No Tomorrow" Stealth gameplay

But why the camera spin? Third person wiew decrease immersion enough, making it face against player character makes it even worse.

Good karma+1 vote
CalenLoki
CalenLoki - - 17 comments @ RimWorld Alpha 17 - On the Road released!

As long as updates are so significant - for me it can stay in alpha forever.

Good karma+2 votes
CalenLoki
CalenLoki - - 17 comments @ Dream Car Builder

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.

Good karma+2 votes
CalenLoki
CalenLoki - - 17 comments @ Explosion Damage Test

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).

Good karma+1 vote
CalenLoki
CalenLoki - - 17 comments @ Navpoint Alpha

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.

Good karma+1 vote
CalenLoki
CalenLoki - - 17 comments @ MAIN FEATURES

Posted by aleksanderpaul. His games: Indiedb.com.
Maybe some indieDB bug?

Good karma+1 vote
CalenLoki
CalenLoki - - 17 comments @ Medieval Engineers

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

Good karma+2 votes
CalenLoki
CalenLoki - - 17 comments @ Mount & Blade II: Bannerlord Developer Blog

Jay! Less broken tools for us, scene editors :D

Good karma+1 vote
CalenLoki
CalenLoki - - 17 comments @ Untold Universe - Environment destruction demo

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.

Good karma+1 vote
CalenLoki
CalenLoki - - 17 comments @ Untold Universe - Environment destruction demo

Have you thought about making those pieces land on the ground, creating nice piles of debris around the crater?

Good karma+1 vote
CalenLoki
CalenLoki - - 17 comments @ SkullDive

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.

Good karma+2 votes
CalenLoki
CalenLoki - - 17 comments @ SkullDive

Looks promising.
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)

Good karma+2 votes
CalenLoki
CalenLoki - - 17 comments @ SkullDive

Links to download from the summary pages are swaped - first lead to MacOS, while it's marked as win.

Good karma+2 votes
CalenLoki
CalenLoki - - 17 comments @ Training or learning on the job ?

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.

Good karma+2 votes
CalenLoki
CalenLoki - - 17 comments @ Scene editor

Probably the most important feature for me :D

Good karma+7 votes
CalenLoki
CalenLoki - - 17 comments @ Spec Ops Marine

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.
~6

Good karma+1 vote
CalenLoki
CalenLoki - - 17 comments @ Game about vehicles

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.
Be patient.

Good karma+1 vote