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#211
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As to the text issues, we're comparing all the iPads in the office right now with the same scene. I know that some people don't have any issues with it, some do. Thus, it's worth looking at and we'll decide what the best course of action is. In terms of why AA might cause a game to crash, well, MoO is really pushing the iPad3 to the edge due to the combination of number of 3D models, shaders, effects, etc. that can be on the screen at any one time. We are continuing to improve its performance but if you look at everything that is going on during a pitched battle, Andrew and the team are doing some things under Unity that we were told couldn't be done. ![]() Thanks for you feedback, we do appreciate it. Mark |
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#212
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In terms of sounds, we are continuing to add more sounds to the game. We made a conscious decision to have sounds tied to actions rather than reactions because we thought that they would be more interesting than just reactive sounds. We have also tried not to overwhelm the user with too many sounds because when we did that, it was just a cacophony of sounds and not enjoyable. That being said, we will continue to improve the overall experience for the player and sound is a significant part of that of course. In terms of walking, we've obviously had a lot of feedback on speeding it up a bit whether through the use of a button or other movement system and giving players more options for that is a priority item for 1.2. In terms of sliding, do you mean sliding when walking down the road or the occasional sliding during the individual levels? If the later, if you could point out specific levels where that happens it would be helpful. I thought we got rid of that in the levels themselves but I'm sure we could have missed some. In terms of the story/text, I'll have a separate post on this. Thanks for the feedback, criticism and support. Mark |
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#213
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FYI, we have also heard from a number of people that our normal mode is much harder than they expected so we're looking into that as well. Thanks for the feedback and welcome to MoO! |
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#214
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Whether it is skip, speed-up, etc. button, we will be addressing this issue over the next few weeks. Right now our plan is the "Enhanced Map Mode" I talked about that would really allow people to move through the story very quickly and focus only on the key points and the battles. As always though, we're open to suggestions and feedback.
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#215
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Folks,
First, if I missed any questions, let me know, I'm trying to catch up on my sick day so I'm whipping through stuff as quickly as I can. Secondly, in terms of the whole "too much/too little/hard to understand/just right text" stuff, here's where we are at currently. When we started out with MoO we wanted to really build up the IP/story behind the game. We made a conscious decision to stay away from the well-known characters and not only bring lesser known characters to life but also create our own unique characters and IP. As part of this we felt we needed to tell a story with our game not only to make it unique but also to separate it from PvZ and other TD games. We originally also had planned to have a lot more happening on the road than is currently happening. While we have gotten lots of feedback from all sides, I do agree that for some people, there simply is too much text standing in the way of the action and that is not a good thing for a game. So, here's what the current plan is: 1) Add a new "Enhanced Map Mode" that will be more interactive/informative but also allow the player to move quickly down the road only getting dialogue at certain key points. 2) Keep the story driven mode as an option and look at expanding/improving the story/dialogue for those that want more story in their story-driven game. We will also look at all the current dialogue and see if we can cut down on some of them without losing the story. 3) Look at revamping the tutorial to be more use rather than talk/use and put the additional talk into (2). 4) Look at player options for speeding up/skipping while walking down the road. This is a little trickier since you get additional units while walking down the road and not through a store like many TDs. So, that's the current plan. How does that sound to everyone here? Mark |
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#216
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I missed the sale, damn!
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#217
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Other than that, still working my way thru hard mode, which is indeed hard. I agree that this game indeed requires you to be creative with the use of the towers, unlike PvZ in which your set up for stage 1 is most likely going to be used till the last/final stage. |
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#218
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#219
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Thanks for the reply, the sliding is on the walking during the in between stages as they're walking on the yellow brick road. I presume distance covered has been sped up at some stage while the walking animations haven't been (or at least havent been totally synced).
Been playing this a bit today and yesterday and a lot of the initial gripes dissolve, I think after the main introduction, time between action is lessened and those parts feel more balanced. Perhaps shorten the delivery of the introduction and tutorial phases? It would help in not putting people off on first impressions and show them what the game is about more. I'm really impressed by the amount of effort and craft put into this, it's a very solid and rounded game. |
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#220
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Again, thanks for the feedback, I hope you'll be even happier with V1.2 and some of the new things we're doing there. |
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