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#371
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So is this a direct EVE clone? how does it differ?
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#372
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Another suggestion: boarding sounds cool and all, but what would be even sweeter would be actual docking sequences and realistic surface to orbit transitions. Again, F:FE still might be the king in this regard. The transit from ground to space is sublime, with the glow of the sun in the atmosphere, and the planet receding below.
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#373
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The clipping through the station while undocking and docking has been reduced since you're supposed to appear outside of the station's physical extents, and docking is supposed to complete before you dive into the station itself. This could probably be improved further. At some point, we'd like to turn on the colliders again, so ship and station collisions would be possible. This was in an early build, but for performance reasons with the autopilots, we took it out. In fact, we had plans for a collision shield module, so you could go around ramming ships and inflict massive kinetic damage. Hopefully we can add it down the road. A game of this complexity took longer to debug than we hoped, but now that that task is mostly done, we are able to concentrate more on the aesthetics and streamlining the experience more. Quote:
It's not a direct clone since we've simplified fitting (there is no CPU or power grid restrictions, primarily it's energy based with penalties for incorrect sizes). It's also a single player game where we simulate the "MMO" with NPC ships that are autonomous agents and are persistent. So the world keeps ticking even when you're docked inside a station. There are three damage types/resistances (EM, Kinetic, and Gravitic), and only shields and armor (no separate hull HP). However, you can bring up to two AI wingmen with you who each have specialized skills and ships. The enemies can and do equip the same modules as you, so I'd compare it more to EVE's PVP than its PVE missions. If you know EVE, you could easily jump into Dangerous. But you don't have to know EVE since we have a lengthy tutorial. Also, you can recruit corporate pilots who will fly trade or mining routes on your behalf. This part is similar in ways to X3. Our mining game has you directly shooting lasers at the asteroids, and the tractor beam is automatic. Part of the goal was to eliminate the boring time sinks you'd find in games like EVE where mining is a mind-numbingly boring grind. There's lots more like scanning for derelict ships and wormholes, a skill tree, large variety of missions including dynamic missions that affect existing NPC ships such as pirate attack, break down, and fake break downs. We also have an epic story with a dialog system like Mass Effect. Quote:
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#374
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I like this game so much that I signed up to chime in - it is great to hear you are working on presentation aspects of the game because those matter a lot to iOS gamers who get bombarded by hundreds of games per month. You have to stand out and currently I unfortunately think you're not doing a good job with it.
It's the little things too, for example, I think your app icon is utterly generic and says absolutely nothing about the game - it's a guy with a gun...I mean, that's really not what the game is really about, so why that icon? People will assume it's another generic shooter or whatever, and you've lost them there and then. The same could be said about the name (Dangerous...what is dangerous? It's incredibly generic and uninteresting), which you unfortunately can't change now but maybe you can add a nifty subtitle or something like that (Dangerous: Awesome Space Adventure...well not literally but you get the drift). It's those things that I find to be symptomatic of the larger game. There's lots of minor details that could be improved like the low-res space backgrounds, textures etc. Unfortunately you are directly competing with one of the most polished and graphically impressive titles on the App Store (GoF of course) and if I knew nothing about either game and had to choose, obviously I'd go with GoF - not because the graphics but because I feel you don't really emphasize how your game is actually much deeper or fun. Anyway, if you can manage to clean up the presentation, I feel it would help a lot. Of course a small indie team can only do so much compared with a large company...but the fight isn't quite lost yet. A Kickstarter campaign by the way won't help you get exposure - it should be the other way around - you should use existing exposure for a Kickstarter campaign to improve the game / do a sequel / etc. The problem is you've already got a product out - so it would only make sense for a vastly improved sequel, I guess. |
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#375
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My biggest beef with the presentation is that I don't feel my ship is moving.
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#376
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Also, let us know if you have ideas on how we can emphasize that our game is much deeper and fun. Quote:
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#377
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Gday hijacking is working well now after last update thank you,but just to let you know the shaders are not working again , I have an ipad2 os 5.1 , it's the same as before the shader fix,
Sounds like some great improvements coming , looking forward to trying them out Cheers Last edited by Markwend; 05-02-2012 at 11:05 PM.. |
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#378
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Good to know the hijacking fix worked. |
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#379
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BinaryHelix, when are the new radial menus coming? Has the update been submitted or are you planning on submitting it in the following days/weeks? Also, did you get to implement the "save anywhere" feature? Are you planning on implementing it? Thanks
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#380
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We have the "save anywhere" on our gigantic To Do list, but it is actually a very involved change that requires breaking down all quests into different stages/states. At this point, I'd rather try to get either the boarding aspect or some form of multiplayer done first (after the radial menus). Most games in this genre seem to use the station as a natural save point (Galaxy on Fire 2, X3, Elite, etc), so it feels more like a luxury than a must have. |
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