Skip to main content

User login

What is OpenID?
  • Log in using OpenID
  • Cancel OpenID login
  • Create new account
  • Request new password
Register
  • Home
  • Browse
    • 2D Art
    • 3D Art
    • Concept Art
    • Textures
    • Music
    • Sound Effects
    • Documents
    • Featured Tutorials
  • Submit Art
  • Collect
    • My Collections
    • Art Collections
  • Forums
  • FAQ
  • Leaderboards
    • All Time
      • Total Points
      • Comments
      • Favorites (All)
      • Favorites (2D)
      • Favorites (3D)
      • Favorites (Concept Art)
      • Favorites (Music)
      • Favorites (Sound)
      • Favorites (Textures)
    • Weekly
      • Total Points
      • Comments
      • Favorites (All)
      • Favorites (2D)
      • Favorites (3D)
      • Favorites (Concept Art)
      • Favorites (Music)
      • Favorites (Sound)
      • Favorites (Textures)
  • ❤ Donate
FLARE [ARCHIVED]

Feedback

Loristan
Saturday, May 7, 2011 - 12:04

Hello all,

 

discovered Flare by accident and have played 0.12 and now 0.13. It's a good game which I think is heading in the right direction. I am really impressed by what I have seen so far. As Clint is asking for feedback my comments are...

 

Bugs ?

- in 0.12 I noticed that antlion spitters were attacking the wall repeatedley when I run away round a corner. I know this is a result of the AI, maybe there needs to be some sort of check so that a mob realises it's attacking the wall and not a player.

- 0.13 every teleport scroll I have used has ported me outside of the map into the black, and it's always the same location

 

Suggestions ?

- A screenshot button ? I don't know if people are using FRAPS or similar to take screenshots, but it would be cool just to build in a screenshot function somewhere and then save the images to the save folder

 

- a visible coordinate system - always useful for navigating and bug reporting i.e. bugged tile at x,y or whatever

 

- mob size ranges - can we have some giant versions of mobs ? kind of like the opposite to the antlion hatchlings

 

- harvesting - a feature allowing you to harvest corpses e.g harvest a skele for it's shield / sword etc, this could have varying success rates with a text based outcome on failures e.g. The skeletons sword is cursed, you cannot remove it from the corpse

 

- disease - mobs like zombies can transer disease to your character, on a time delay with varying stat penalties and again text based outcomes

 

- item requirements - can minimum item requirements be reduced ? but severe penalties put in place e.g. speed penalties if the armour is too heavy, or accuracy penalties if you don't have a high enough physical ability

 

I realise this is very early stage alpha and some of these things might be on the cards long term, but I thought I would throw them out there just in case.

 

I don't have any programming ability so unforunately I won't be able to implement any of these myself.

 

Thanks for making the game !

  • Log in or register to post comments
Clint Bellanger
joined 15 years 7 months ago
Saturday, May 7, 2011 - 12:17
Clint Bellanger's picture

Thanks for this feedback!

  • Ranged creatures are smarter now in 0.13 -- if they can't see you anymore, they go looking for you.
  • I see the teleport bug -- I should make it not usable directly from the inventory. To use the scroll properly drag it to the Action Bar and you will teleport to where your mouse is pointing.
  • I'll look into a screenshot feature.
  • I like the idea of a coordinate feature
  • Theoretically large mobs will work, but they might visually clip into walls under the current implementation. I do plan to add larger creatures.
  • I can probably make it so that some creatures have a set of loot that might drop instead of random or quest loot.  That way skeletons can often drop shortswords and bucklers, for instance.
  • Currently there is a small number of after-effects a power can have: bleed, stun, immobilize, slow. I could add support for various new after-effects that could be combined to make diseases.
  • I don't plan on reducing item requirements. Though I will probably change the XP requirements per level as content gets added, and that might affect how quickly/slowly heroes gain access to the better weapon types. Flare doesn't have classes, so much of the visual distinction for players will come from equipment.
  • Log in or register to post comments
Loristan
joined 14 years 6 days ago
Sunday, May 8, 2011 - 00:16

Clint thanks for the response. I'm pleased that some of my feedback was useful then :) I'll keep an eye on Flare and let you know if I find any bugs etc or have any other suggestions.

  • Log in or register to post comments