I tried fullscreen, but not marked borderless. Nothing worked to close game, not even ctr-alt-sup since i couldn´t get into the task manager even if it was on-screen.
Why not just auto-cicle weapons with left cliking (attack and ready next weapon)? normally you are just spamming the same guy with everything you got onboard, there is no reason to switch weapons. If you want to target a different enemy with a particular weapon, just select it from the components like right now.
Hi Reemax, i just played latest version, it´s pretty nice overall. I like how big the science tree is now and how many options it has, the music and sounds are pretty fitting, the battle animations are decent as well.
Now as for the things i didn´t like,
- The news are a nice touch but too cluttered (everyone has election at same time) or not interesting (you get news from empires you haven´t meet yet),
- Your elections are confusing since your asigned governors left their post, to do nothing?, their ultra weird names don´t help telling them apart, the dead ones remain on the list as well.
- Ship movement is annoying, specially at start when you only have 1 point, you implemented FTL pretty well, why not do the same for normal movement? that way i can just mark a route to be scouted intead of going at it every turn.
- Full screen doesn´t work on W10, it created a transpared screen that takes all focus, forced me to reset. Changing resolution to something a bit bigger creates lots of graphical glitches.
- Upgrading buildings forces you to erase old ones in a full world or the production line gets stopped , would be nice if it autoerased it´s old version on full worlds.
- Space combat requires you to click on weapon icon then point enemy to shoot, it would better if the game just cicled weapons by itself when pointing enemies.
The faults are actually to be expected from an alpha/beta and are mostly quality of life, you are doing an impressive work and persevering amazinly. Congrats to you.
Dorkster, say, if i wanted to add pauldrons, would that be difficult or could they work as another chest piece "item_type=chest". Can a new item category be created and drawing order be changed?
1st. Replace a shield and render a sword in the left hand, easiest but will feel ugly, only for show.
2nd. you need to do the same as before but also create a new animation (easy to this point) and it´s new state that uses it. But then, you need to render all other pieces 1 by 1 with the new animated skeleton and replace older ones, that means 67 pieces in vanilla Flare for male + other 67 for female. So you need to redo at least 134 models.
Thats because unlike 3d games that swap equipment pieces on the fly in a base model, Flare composes a character with many separated pieces overlapping each other by a fixed order. So if you dont remake all other to include your new animation, you will see your new 2nd sword going whack and flying around the body in a weird fashion.
That´s actually interesting; I think if stats worked as an added % to items values things would be much easier to balance. Like, 15 Str points = 15% more physical weapon damage (instead of adding 15 damage flat). That´s the way all Diablos do it.
Stats like Offense/Dexterity (for ranged) could offer a 0.2% for avoidance and critical instead of the crazy 1% they offer now for each stat point. Overall, it would make balancing and item creation way easier while avoiding stuff like starter slingshot being the most deadly weapon in the whole game.
Thanks for the slime tweat, i will correct it. As for the ranged/melee I wanted to add one handed ranged weapons and melee at the ultimate archer class "assassin" a mix of melee/ranged which would wield dexterity based short swords and hand crossbows(short range, fast attack speed). But normal archers have to use both hands to handle bows, it's only fair.
Sorry for late answer, I'm currently away from home and any computer (writing on my cell phone).
Thanks for the helping offer, but the item side is already covered. Someone helped me get one random generator in gamedev forums; but that doesn't mean you can not help with anything. After replacing items, new balancing will be needed, magic items will be heavily nerfed. I will need testers.
After I feel the first act is totally ready I will start the second, do you know about mapmaking or blender 3d modeling? Are you good at concept art? I will need many new models for a third act.
I tried fullscreen, but not marked borderless. Nothing worked to close game, not even ctr-alt-sup since i couldn´t get into the task manager even if it was on-screen.
Why not just auto-cicle weapons with left cliking (attack and ready next weapon)? normally you are just spamming the same guy with everything you got onboard, there is no reason to switch weapons. If you want to target a different enemy with a particular weapon, just select it from the components like right now.
Hi Reemax, i just played latest version, it´s pretty nice overall. I like how big the science tree is now and how many options it has, the music and sounds are pretty fitting, the battle animations are decent as well.
Now as for the things i didn´t like,
- The news are a nice touch but too cluttered (everyone has election at same time) or not interesting (you get news from empires you haven´t meet yet),
- Your elections are confusing since your asigned governors left their post, to do nothing?, their ultra weird names don´t help telling them apart, the dead ones remain on the list as well.
- Ship movement is annoying, specially at start when you only have 1 point, you implemented FTL pretty well, why not do the same for normal movement? that way i can just mark a route to be scouted intead of going at it every turn.
- Full screen doesn´t work on W10, it created a transpared screen that takes all focus, forced me to reset. Changing resolution to something a bit bigger creates lots of graphical glitches.
- Upgrading buildings forces you to erase old ones in a full world or the production line gets stopped , would be nice if it autoerased it´s old version on full worlds.
- Space combat requires you to click on weapon icon then point enemy to shoot, it would better if the game just cicled weapons by itself when pointing enemies.
The faults are actually to be expected from an alpha/beta and are mostly quality of life, you are doing an impressive work and persevering amazinly. Congrats to you.
Dorkster, say, if i wanted to add pauldrons, would that be difficult or could they work as another chest piece "item_type=chest". Can a new item category be created and drawing order be changed?
There are two ways to do it:
1st. Replace a shield and render a sword in the left hand, easiest but will feel ugly, only for show.
2nd. you need to do the same as before but also create a new animation (easy to this point) and it´s new state that uses it. But then, you need to render all other pieces 1 by 1 with the new animated skeleton and replace older ones, that means 67 pieces in vanilla Flare for male + other 67 for female. So you need to redo at least 134 models.
Thats because unlike 3d games that swap equipment pieces on the fly in a base model, Flare composes a character with many separated pieces overlapping each other by a fixed order. So if you dont remake all other to include your new animation, you will see your new 2nd sword going whack and flying around the body in a weird fashion.
That´s actually interesting; I think if stats worked as an added % to items values things would be much easier to balance. Like, 15 Str points = 15% more physical weapon damage (instead of adding 15 damage flat). That´s the way all Diablos do it.
Stats like Offense/Dexterity (for ranged) could offer a 0.2% for avoidance and critical instead of the crazy 1% they offer now for each stat point. Overall, it would make balancing and item creation way easier while avoiding stuff like starter slingshot being the most deadly weapon in the whole game.
Interesting topic, sounds like what i use for pets. Please explain wathever you can find.
Thanks for the slime tweat, i will correct it. As for the ranged/melee I wanted to add one handed ranged weapons and melee at the ultimate archer class "assassin" a mix of melee/ranged which would wield dexterity based short swords and hand crossbows(short range, fast attack speed). But normal archers have to use both hands to handle bows, it's only fair.
Good enough :)
Sorry for late answer, I'm currently away from home and any computer (writing on my cell phone).
Thanks for the helping offer, but the item side is already covered. Someone helped me get one random generator in gamedev forums; but that doesn't mean you can not help with anything. After replacing items, new balancing will be needed, magic items will be heavily nerfed. I will need testers.
After I feel the first act is totally ready I will start the second, do you know about mapmaking or blender 3d modeling? Are you good at concept art? I will need many new models for a third act.
Someone rised difficulty somehow, I´ll try to contact him.
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