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That actually isn't that bad! Especially Sean's voice, considering you had to voice a young female dragon yourself. It's not release worthy, of course, but it's far better placeholder material than you could find elsewhere.
SinKing has a good point that big blocks of text in the tutorial are pretty boring. They are fine in the rest of the game where you can find interesting information on the game world and the plot, but in the tutorial, players want to start playing already instead of having to read several paragraphs. If you can, show and don't tell. If you can't, make the text short. Very short. A couple sentences at most. Also, several short hints are better than one larger block of text.
The new phone is a really interesting addition, but I could see it become annoying after having to deal with it for some time. Including some key shortcuts may be a good idea here.
Whoa, didn't expect to get it right! I only thought of player rotation because of that giant "4SALE4 sign turned 90 degrees.
Those are some strange angles in the picture. Let me guess: 6 DOF player rotation and ship rotation?
Yeah, it's more convenient to have the video here, but if the problems persist, there may not be much of a choice. Maybe try contacting the staff about it?
Aw, that's a shame. Is there any probglem with Youtube, apart from it not being a ModDB video?
I just watched the whole video again. You can't stop me! =p
Eh, I'm still not convinced the video compression isn't hiding the details. The realistic normal maps are very subtle, and even in 720p the compression artifacts are noticeable.
Perhaps it's the combination of the subtlety of the effects in combination with the video compression that makes it so hard to see? I watched it in 720p fullscreen and it definitely helped, though it still seemed somewhat flat and unnatural. Perhaps can only really be seen when playing with the engine...
By the way, what about displacement mapping? (like in Http.developer.nvidia.com except less pronounced) It seems it would help with materials that have lots of height variation, especially at grazing angles, like Rptd.ch or Rptd.ch
Really great editor, the ability to customize pretty much anything and see how will it look in the game looks really handy. The only thing I'm missing is not seeing a preview of the object you are trying to place.
Does the engine support normal, displacement and specular maps? The city is looking great, but livening it up a bit with these techniques would go a far way to making it look comparable to modern games.
Also, seeing the Shield Liger in the city really changes one's perception of scale. I knew it was big, but not that big!
Every single time I think I can't possibly become more amazed by an engine, I get proved wrong. Really, this would be hard to believe if I didn't see the proof right before my eyes.
This is beyond amazing. Just yesterday I was wrestling with ribbon trails in NeoAxis and wished there was an easy way to do it, but all the possibilities Dragengine gives are unbelievable. I really can't wait to put my hands on it!
By the way, does the damage readout screen in the Liger actually correspond to how much you shot it up, or is it just a texture?
Maybe I am. Hard to tell. xD
That moment when you accidentally push the minus button instead of the other one..
Things are looking great, both the zoids and the new scattering techniques. You are right to call this superior to AAA engines in some ways. It's a miracle you haven't been assimilated into one of the companies making engines, but a very happy miracle for the indie community. :D
Somewhat misleading. 4000 times almost nothing is still very little and withstanding two pounds of dynamite is still not much significance for an object with so little momentum. Also, it may be the best solid insulator known, but the best insulator is still vacuum, because it entirely stops conduction and convection.
I highly doubt many people know that Tyrannosaurus was closer in time to the 21st century that to Stegosaurus.
My goodness, I have seen you do many amazing things, but this one took me completely by surprise again! If there is any game with the right to be called a voxel game, it's Scrumbleship. The amount of detail is simply mindblowing.
What do you expect the performance hit of the shadows to be once you are done? Will there be a way to downgrade shadows for slower computers?
Sounds: I finally noticed the shield sound, it was much easier now that I was actually looking for it. Previously I just considered it to be some weird noise.. It would certainly be helpful in the bullets didn't play a sound every time they are destroyed but just when they hit a shieldless ship. As of now, one can hear random detonations when there are two AI ships battling nearby and some of the bullets they shoot disappears next to the player ship, and it feels somewhat strange.
Sun damage: Well, at least seeing it does damage is certainly an improvement. Are you using the collision system to check for damage currently, by the way? It seems the damage is done as soon as the ship touches the faint corona around the sun. Maybe checking the distance to the nearest sun would work better in this case?
From a gameplay standpoint, luring the enemy ships to come closer to the sun to get themselves destroyed is very fun, although quite hard. Making the damage more gradual and at longer ranged would make it more risky but also more rewarding, especially if some kinds of dropped cargo could withstand the radiation/temperature near the sun.
Bullet speed: Perhaps making the missile quickly slow down to its maximum speed would help? Ideally, the missiles would have inertia just like ships do, but that would make it much harder to write the targetting code. Although there's an example of it done here: Codeproject.com
I definitely am enjoying the game, yeah. I keep coming back for the newtonian combat and because of how unforgiving the game can be if you are not careful - often when two AI ships are battling, I get my face full of stray plasma bolts and am out of shields and at half hull integrity in moments. Same when the AI ships spawn right next to my ship. Giving the game more depth would be wonderful!
There's a few more remarks I have, too:
- The explosion and bullet hit sounds are quite loud compared to the other noises, as is the chaingun sound. It would also be great to have separate sounds for when shields and the hull are hit, it was an indispensable audio cue in Tyrian and I think it would work just as well in PewPew.
- The sun damage is done fairly weirdly, doing nothing until you almost fly into the sun in which moment you are vapourized in less than a second. The damage should be done more gradually in a much larger area, with more damage done closer to the sun. Ideally, the sun would only raise temperature of the ship and that would do the actual damage.
- The speed of the ship is not added to the speed of the bullets shot, which makes aiming rather unnatural in fast ships as the bullets travel barely faster than the player does. Would be nice to see that fixed.
I have had a great time playing the game so far, so giving back some feeback is the least I can do! ;)
Edit: Huh. I'm sorry, I had to split my comment in two parts as the it was longer than 2000 characters and forgot to post the second part..
It would make sense to abandon the graphics as there's only a limited amount you can use until you run out. Still, it would be amazing if you could get your own graphics in a similar style.
- The crashes give just the generic Windows error that the game encountered a problem and needs to close. I'm still running WinXP if that helps.
- Ah, that sounds like a good way to balance high mass. Perhaps in addition to diminishing turning rate and acceleration, high mass could reduce max speed to a degree? The acceleration penalty is nearly enough as it is to provide a proper disadvantage, as it's only really noticeable when you unload everything but the thrusters and shields from your ship.
- That would be great. I noticed the ship can go backwards, but trying to go backwards to slow down does not increase the rate of slowing down at all. Is the rear motion used to slow down the ship already? If so, that's pretty awesome.
- The missile mechanics are much deeper than I have expected, and playing around with heat mechanics affecting the is a lot of fun already. Perhaps a flare dispenser could also be included that would deploy an object with the temperature of several thousand degrees to lure any heatseaking missiles away? Of course, it's "ammunition" would be limited and you could make it so that a missile impact would destroy the flare so that one flare wouldn't save you against a missile swarm. That said, it strikes me as slightly strange that a plasma cannon heats less than a chaingun.
- UI programming can be a real pain, so I understand why you don't want to do now. There's a host of more important features to be implemented sooner anyway.
I must admit, it was the Tyrian graphics that have drawn me to even try the game. I'm glad they did, as it's a pretty fun game, even if it's still just an early alpha. I really like games with newtonian physics, and you have already managed to make the combat fun too! Do you plan to keep the art direction similar to Tyrian?
Bug reports: Found 4 different things making the game crash: Opening the map, opening the inventory, trying to click any of the thrusters and trying to fly a ship without shields. The map thing is especially annoying, as it keeps me from seeing more than one system.
- The Fang- uh, I mean Banshee, is extremely overpowered if you install cannons in all three weapon slots. Being able to trade missiles for guns or the other way around is a nice gameplay feature, so perhaps the rate of fire of all guns should be slowed slightly if there is more than one gun installed?
- I find the "space friction" to be pretty annoying, as it forces me to hold space all the time just to go where I want. Which is not bad in a game with varied terrain and such, but this is space, after all.. Maybe allow us to toggle "inertial dampening" so that we can float in space if we want to?
- Missiles shouldn't be locking on your own spaceship, even if they are heatseaking. Or well, not right after you launch it - if an enemy flies by you and you are much hotter than it, fine, let the missle change the target, but having it turn around just to kill you when you are there alone is just silly.
- Drag and drop in planet buy screens? Much more intuitive than having to double click, even if it's slower.
I wonder if this is going to make ramming a viable strategy? It would be amazing to see people actually build and use ramming ships, or boarding ships specifically designed to open a hole into the enemy hull and send some boarders through.
Wow. Does this mean players will be able to edit meshes ingame?
My goodness, this looks wonderful. First Scrumbleship gets much improved graphics, and now being able paint directly on our ships? Looks like my favourite space ship developers are on a roll tonight! :D
Does this mean this will eventually be like a Photoshop-like image editor? (well, less advanced but in a similar spirit)
That's a wonderful improvement to the graphic side of the game! Definitely makes a huge difference, larger ships should now be a pleasure to look at.
I wonder if a FourCache for even more distant blocks would be worth the effort?
I just wonder why did they place the ring of the solar panels around the edge of the shroud. Although looking at the copper scaffolding connecting them with the engines, I guess the panels are supposed to work in reverse and radiate out energy instead of absorbing it. For a moment, I thought somebody wanted to capture part of the energy of the massive rocket exhaust, though. Would be fun if it was actually possible, even though it would likely be very, very ineffective.
Oh god, I'm replaying Unreal right now and you just reminded me that soon I'm about to be running around with a searchlight shooting glowy enemies.
Definitely right about the feeling of this level, too. Doom 3 was mostly dim, but The Darkening level of Unreal was pitch black, like this.
Especially since it seems to rely on gravity or other force to pull things down. What happens if when an upwards force starts acting on the lab? All the chemicals would get spilled :D
I loved that ship.
Too bad they took the Entrepneur MKIII from the game Flatspace 2, it was the best pirate ship ever - twin turrets and lots of cargo space on a fighter-sized ship, that allowed me to kick some serious *** in the first game.
I would love to see players actually design and build irrigation systems themselves. After all, hydroponics can serve as an infinite food source, so it would make sense if they were something requiring a little effor to build and maintain.
Also, a shameless plug here, but I would love to see the whipple hulls added to the game. It would finally allow us to build more practical ships.
And it was still one of the more scientifically accurate ships you see in fiction. Maybe they should have hired a few Scrumbleship players to design the ship for them.