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#511
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I will say this much about Warmgun.
Really nice graphics, some of the best that I have seen for maps on iOS. A few tweaks and moderations such as improved framerate, achievements, gyroscope options, and a ranking system could catapult this game into one of the best fps games on iOS. |
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#512
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Hey Guys, just wanted to drop in and share some news about Warm Gun.
We launched another big update on Friday (v1.07) and we have added some great new content. There are new maps, death animations and traps, along with a number of fixes and tweaks to the game. We have added a new scoreboard and replaced the old respawn system. One other big addition is the support for Airplay on apple tv. So that's the update... Our goal now is to introduce new classes and game modes, to accompany the 80 achievements we are integrating. You will notice when you update to 1.07 that we have a number of maps that say "coming soon", those will be released with our next update. We have lots of great things in store for this year and we hope you check it out. Please feel free to let us know what you would like to see and what you would like changed. We are always happy to hear from touch arcade members and we value your input. Thanks again for all the support. |
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#513
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#514
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A greater sense of persistence, context, and progression (which, incidentally, is what many competitive shooters for iOS overlook). In a game that wants to retain player versus player balance, and therefore cannot make use of increased persistent character/player/account attributes and abilities, this is most easily attained through a generous amount of statistics, achievements and medals, combined with leaderboards and integrated leagues, tournament, ranks and ladders.
Preferably, each player will have an extended online profile, with stats for just anything you can do in game, generously sized medals to show off particular deeds (tournament and league wins, difficult game feats, etc), TrueSkill, ELO or some other kind of rating system, and perhaps even links to chosen publicly accessible replays (used to a great effect in may desktop competitive games, such as Savage 2. Cloud-saved replays from matches is a great way to promote competitive playing and the sense of community in online shooters, and there are a number of clever systems to work around the normally massive space requirements such a system results in). In this way, you will give players a feeling of progression (or illusion of achievement, if you will ), but also build a strong sense of community (players find more joy in interaction with other players when they can show off stats and other highlights of their online career), which have proven to be a tremendous asset to most smaller online shooters, and is the lifeblood of many an old online game that somehow retains its appeal to competitive players (such as the above-mentioned Savage 2, alive only because of the community that resulted from above-mentioned implementations. The revered and now ancient Quake 1 and the original CS are examples of games that persists IN SPITE OF not being endowed with similar features, but because players made sure to implement of all of this on the web).
Last edited by Ayjona; 04-02-2012 at 01:24 PM.. |
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#515
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Our focus for this summers update will be stats, achievements and all of the extra matchmaking features we can provide. I'm going to pass your post on to the Gunners, some really great feedback. Thanks so much. |
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#516
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post deleted
Last edited by WCFields; 04-04-2012 at 02:44 PM.. Reason: the usual |
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#517
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Anyway, I agree with Ayjona. This needs some stats like ranks, etc. And could you get rid of the health icon and instead use a CoD/MC system? Some blood would appear when you are almost dying. I think is better this way, because I never know how many health I have. You know, while you are shooting some guys you can't lose time looking away. |
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#518
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Thanks for the feedback on the health icon. We can take a look and see if we can offer it as an option.
As for the online servers... right now we just have 5 servers running, we will have our dedicated ones online soon. Once we get matchmaking and stats working the online play should get a boost. We will keep you guys posted on our progress. Last edited by Warm Gunner; 04-02-2012 at 03:46 PM.. |
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#519
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Hey TA, now that the servers are online, why don't we play some matches? There aren't many gamers online in the game. My ID is Dracoeldragon
![]() BTW, Warm Gunner, some bug reports and ideas: -Sometimes, your gun disappears until you get killed. You can shoot, move etc, but your gun is just invisible. -There are no explosion effects (iPod Touch 4). -There are some problems with the collisions. Sometimes, for example, I get stuck next to the car in the map where there are some planes which throw some barrels. -Sometimes, after changing the weapon, the number of ammo disappears. -I think that we should be able to see the name of the people playing. Like some other online games: while playing, the name of the other players is shown next to them. -When you make a killstreak, the game should send a message like "User" Triple Kill (if you aren't going to put some killstreak tools like a turret). -Some sound effects or something when you hit the enemy. |
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#520
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Hi VaroFn
Thanks for the feedback and ideas. As for playing online... We are having a "Kill The Developers Night" tonight from 6pm till 8pm eastern time. We will be online populating the servers and looking to play some matches. We are a small team of only 9 guys, so keep an eye out for us ![]() Here are the user names of who will be playing tonight : Hope to cya there. WarmGunner DGlow ghoulzgonewild jamestowne01 |
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