Feedback I7
|
Ok! I7 was just released, and we're looking forward to your feedback. There are a number of new features. The most important from a game play perspective is the new health/lives implementation, that really change stuff. Hope you like it! /hObbE |
Submitted by hObbE
Fri, 02/22/2008 - 15:41
|


Feedback I7
A nag screen? Didn't see that one coming
I'll be sure to register later. Nice with the new level(s) too, and multiple lives was a nice addition. That's definitely a keeper 
Feedback I7
Oh yes! I love to nag
/hObbE
Feedback I7
I had to sign up because I was playing so much, and I was going to point to the high score table, but this update is basically a reset of the high scores.
I'm glad I got to see the changes (not that they are bad), but this let's me have more of chance.
I can never get past the part where the two red worms come from the bottom, each blasting in a spiral/helicopter-blade pattern. Any tips?
This is one of the few shmups I've enjoyed. I would make the text on the missions bigger (if people actually read it
) and it needs to be easier to tell what power you are using, so in the heat of battle you aren't frantically scrolling the mouse wheel and looking up, trying not to be hit.
I'm curious if you are using a special library for the high scores and connecting online.
I found you looking at a fez video. I think you should be able to get in the Google Top Ten for "indie game hub" that is what I searched for when I wanted to find the site again.
The lives are more clear now, I thought before (wrongly) that when you glowed if you got hit again, you died, but your ship would automatically return to normal.
Feedback I7
Hi boder, and welcom to the community!
I'm very happy that you like t.w.t.p.b.!
I tend to use the time warp ability and kill those two enemys as soon as possible. This works most of the time
Thanx for the points, we're thinking about using a sound/voice for the abilities. What do you think about that?
We use no special lib for our online highscores, just simple http and sockets. I'll post some code in the development forum after the weekend if you're interested.
Cool that you found us through my comment on the fez tech (I'm looking forward to that game). I'll try looking into the google stuff too!
I see you have your projects (I'll bee checking them out asap) on gameprojects.com do think our projects should go there too?
Cheers!
/hObbE
Feedback I7
I got some good and bad news.
the game now plays on my 9800 computer. no crashes. however the enemies aren't drawn at all. the shots and hit/die effects works.
I agree on the bigger font and any sound/visual confirmation which ability I have/switch to. the more the better if cleanly done.
didn't you post such code already hobbe? although maybe not for twtpb.
Feedback I7
[quote="hObbE"]I tend to use the time warp ability and kill those two enemys as soon as possible. This works most of the time :P[/quote]
I'm going to try saving up my lives and "mana"
to beat this part!
[quote]Thanx for the points, we're thinking about using a sound/voice for the abilities. What do you think about that?[/quote]
I thought about it, just might be strange because each tick of the mouse wheel changes the ability, like "Re..", "Rapid Fi..", "Slow-mooooo". I also thought of changing the ship's color, to accompany the text display.
[quote]We use no special lib for our online highscores, just simple http and sockets. I'll post some code in the development forum after the weekend if you're interested.[/quote]
It won't be of use to me now, so please don't trouble yourself yet. I'll check out the development and post when needed. Thanks though!
Does that mean the high score is just a file on the server, can it be viewed from the webpage, in a browser?
[quote]I see you have your projects (I'll bee checking them out asap) on gameprojects.com do think our projects should go there too?[/quote]
My maze game is nice if you like mazes, but please don't bother with the tetris one. Of course, they are not much comparatively :oops:
For gameprojects -- why not!
Any positive exposure is good exposure, and forums/communities are the way to get the word out about your game if you don't have a publisher/marketing team. They will love your game, I'm sure 
Feedback I7
Different sounds for the abilities would probably help, but please, no voice. That would just be annoying. Btw, what does t.w.t.p.b. mean?
Feedback I7
[quote="SolidBenny"]I got some good and bad news.
the game now plays on my 9800 computer. no crashes. however the enemies aren't drawn at all. the shots and hit/die effects works.
[/quote]
Ah... ok... the enemy shader is a bit more complex (many arguments in that shader). Did the log say anything interesting?
Yeah, voices could be very strange... I'm also thinking about making icons instead of text for the abilities. This could possibly be easier to interpret at a glance. And one could display them at the ship in the same way the health and energy bars... Making good icons is not an easy thing though
Regarding the highscores they are put in a database and we are currently working on expaning the community section and include more elaborate highscore stuff. More on that soon I hope
The meaning of t.w.t.p.b. is a very well guarded secret... but it will be revealed in the story
/hObbE
Feedback I7
I like the mystery, it's exciting!
Woot! I beat the red boss. I was playing in offline mode though and it didn't upload my scores when I connected now.
Feedback I7
Great!
Nope... when in offline mode you can't upload the highscores... I'll bet you'll beat it again, though
I have added new screens and a video on the twtpb page:
http://www.spellofplay.com/games/twtpb
What do you think about it?
/hObbE
Feedback I7
I like the addition of lives!
However, isn't it strange that the level restarts when you lose a life? Isn't it typical to just keep going from where you died, perhaps with a grace period of invulnerability?
Also, perhaps now with the addition of lives, maybe the health concept isn't as applicable? Of course removing it would make the game even harder
Feedback I7
If we remove the health and have a grace period of invulnerability then it works just like it did with the shields that was implemented before?
Or am I missing something?
/hObbE
Feedback I7
Yes, now that you mention it it would work like that.
I think the main difference is how "death" is communicated. In the earlier implementation it was not obvious that you "died", and there was no pause before you "respawned". At least for me it did not feel like classic "arcade death", i.e. compare to Ikaruga.
I'm not really against the concept of health, but I am against restarting the level upon death.
Also, are there extra lives to be gained in some way?
Feedback I7
Ok, then I follow
No... there are currently no extra lives, but you can replenish your health using the Regeneration ability.
/hObbE
Feedback I7
[quote="hObbE"]
Ah... ok... the enemy shader is a bit more complex (many arguments in that shader). Did the log say anything interesting?
/hObbE[/quote]
no same as before. I'll give the game a go on the big screen now instead
EDIT: ... or nto. now my good computer can't show enemies either.. perhaps a ATI issue now. take a look at the difference to i6 because it worked then.
I heard from a friend things like 1 or 1.0 is a common problem on different video cards. its hopefully something easy like that
Feedback I7
Ok!
Thanks for the info! I'll take a look at it asap!
/hObbE
Feedback I7
I have actually found an issue in the code that could be the cause for this. I will post an update later today.
I can't make any guarantees though since I don't have a radeon card to try it out on.
/hObbE
Feedback I7
I have just released the update, hope it works
/hObbE
Feedback I7
my i7 feed so far:
-if I really must restart the level upon death, I would like to have full energy again.
-when defeating a level (the boss), I would like to have full energy and health again.
-I would like regeneration to be automatic when selected, i.e. it recharges when it can and at the same rate as if you held down the button
-an autofire option would be nice, as there is really no case in which it is a bad idea to kill the heretics
Feedback I7
[quote="johno"]-I would like regeneration to be automatic when selected, i.e. it recharges when it can and at the same rate as if you held down the button[/quote]
I disagree. That would waste energy if you accidentally select Regeneration.
Feedback I7
Bosses should definitely give more cake than now
Both in regards of gameplay and visually. Big whammo blammo explosion 
The only drawback in regards to autofire is possibly that the screen will get cluttered with shots... and that the sound might get annoying
Autofire could maybe be an option then...
/hObbE
Feedback I7
good work! works on the good machine again. Ill try later with the other.
Feedback I7
Sweeet!
I have found an old ati radeon 9500 Pro to use as testbed. I have not got around to install it yet though... so any info is appreciated
/hObbE
Feedback I7
yay worked on the 9800 too! okay some feedback:
I agree with life and energy back in all die/win situations. I'd also appreciate not having to start over, but if levels are kept short its okay.
And it needs some fun way of getting extra lives at certain points on the level or at every 200000 points or so.
There's some weird balancing. Time warp lasts forever but rapid fire quickly depletes your energy. (I love that you have some time in slowmo mode so don't you dare lower it!). rapid fire could last a bit longer. Regeneration could fill up life pretty fast. Much more than now. You'll mostly want to use the energy for rapid fire/time warp. And there's no harm in getting full life pretty easily because when you take hits you usually are in the middle of a swarm of enemy shots. I like having a health bar though because it means you don't have to play over if you just touch one little shot by mistake.
Sometimes the screen is just filled with fast enemy shots which is impossible to manage without time warp. It should be harder if you don't have energy but not impossible.
Levels are pretty hard for a newbie but I guess its still test levels.
Is the red boss supposed to be impossible? he just flies in and fills the game with fire. Even with time warp I didn't survive long. The shots are still fast in slowmo
Feedback I7
Super sweet!
I guess running DX in debug mode was not a bad idea then
Seems like nvidia is much more forgiving set of cards 
Thanx for the feed! Full energy and health is comming up in the next iteration!
I'll do a pass on the ability costs too
The red boss is actually quite easy
You only need to figure out his weakness and then a bit of energy to exploit it 
/hObbE
Feedback I7
debug modes are useful. noone can say otherwise
yep it seems. would you mind sharing the problem? if its a small thing.
heh ok. one of those bosses
I'll give it another shot tomorrow. I thought you hadn't done more levels so you put one of those impossibles to give the illusion of more 
Feedback I7
He he he, the problem was actually just an erroneous parameter to DrawIndexedPrimitive
So the shader(s) themselves where ok, they are free to use by the way, they are in the twtpb/data/effects folder
So if you know some shadercode you can "mod" t.w.t.p.b. to look differently if you want
/hObbE
Very nice game
wow hobbe, TWTPB is really addicting simple and fun (the way a game should be
)
ive made it to red level 2, but that level is really hard, not impossible though.
hint: do not get to red level 2 because its hard to destroy em and hard to get score. I kill my self after ive destroyed the surroundings of the Eye level 2.
well now u got my teknik so im happy to see new highscore.
I think music gives a little adrenaline and I like that, maybe the music should change when u reach a certain level or so ( just a thought) nice music btw
btw what does TWTPB mean?
thanx får a nice game. keep it up man.
// Marro
Re: Very nice game
[quote="mathrea"]wow hobbe, TWTPB is really addicting simple and fun (the way a game should be
)
ive made it to red level 2, but that level is really hard, not impossible though.
hint: do not get to red level 2 because its hard to destroy em and hard to get score. I kill my self after ive destroyed the surroundings of the Eye level 2.
well now u got my teknik so im happy to see new highscore.
I think music gives a little adrenaline and I like that, maybe the music should change when u reach a certain level or so ( just a thought) nice music btw
btw what does TWTPB mean?
thanx får a nice game. keep it up man.
// Marro[/quote]
its more likely to see pigs fly than h0bbe telling u what twtpb means... ive tried so many times
Feedback I7
Hi Marro, and Welcome to the forums!
I'm glad you enjoy t.w.t.p.b.
Yes... I think your strategy of not going to the red level on the second pass is a good one... at least for now
The meaning of t.w.t.p.b. is a well guarded secret that will be revealed as the story and game evolves
/hObbE
Feedback I7
[quote="hObbE"]Hi Marro, and Welcome to the forums!
I'm glad you enjoy t.w.t.p.b.
Yes... I think your strategy of not going to the red level on the second pass is a good one... at least for now
The meaning of t.w.t.p.b. is a well guarded secret that will be revealed as the story and game evolves
/hObbE[/quote]
well since everyone's guessing anyway. make a "guess the acronym"-thread
Feedback I7
Thats a good idea!
/hObbE
Feedback I7
I'm back from a weekend of roleplaying and have a few things to add. I was reading some of the comments on gametrailers friday and got a few ideas (mostly lull things).
Firstly, the ship would look a lot better with some nice particle animation for the engines (sci-fi blue is my suggestion). Take heed not to make this trail too long though, it shouldn't get in the way when you are flying around dodging stuff. I suggest a only small (blue) glow behind the engines, that gets slightly larger when accelerating and smaller when breaking. You could also add the steering to this, so the left engine glows extra when flying right and vice versa.
When the ship is damaged you could show this with small "explosion"-particles on the ship. The more damaged it is the more frequent and larger explosions. Maybe some gas venting and stuff too..
The health/energy bars around the ship aren't that helpful as my eyes rarely are looking in that general area. I think having these bars at the top of the screen would be better.
Inbetween missions you could have an animation of a larger ship coming to refuel the players ship to account for the full health/power inbetween missions.
It's still hard to tell what special ability you have active, I think adding some graphics to the ship would help with this. Chaging it's colour slightly or something would suffice.
I also noticed that when I have rapid fire active it doesn't "fire" unless I hold the fire and special ability button down which is a tad unintuitive. I would prefer if it fired when you hit the special button in this case.
Rapid fire and time warp would be sweet to use at the same time too.
I also agree that rapid fire sucks a bit too much power at the moment. Time warp feels pretty balanced now though (not like before when it was teh uber!).
Frag on everyone!
Feedback I7
Nice to hear from you again Malice!
Thanks for the comments, actually I'll be adding some eyecandy to the ship in this iteration
Not that important to gameplay, but I guess this is pretty solid right now so some candy is always nice 
I'll try moving the bars also and we'll see how that works.
/hObbE
Feedback I7
Thanks. =) Hope you have had a good weekend to hObbe!
Yaey for eyecandy! \o/
Another art-thing that sprung to mind would be nozzle flashes when you fire.
Feedback I7
It doesn't make sense that the boss doesn't give points. You can also get just as many points by playing through a level and dying at the end, and then playing through it again, instead of continuing to the next level. But you have lost a life
Feedback I7
I totally agree on this! More cake when killing a boss!
I have made some minor changes in the scoring when advancing to the next level. We'll see how this changes things
/hObbE
Post new comment