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Markus

Developer
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Posts posted by Markus

  1. Many great suggestions, thank you very much! Some of them have already been in discussion or were part of a discussion. I won't comment each one, but we're hope to optimize the galaxy map and gameplay better as we're working on the game. Good suggestions and we're definitely coming back to your thread when we're focusing on this part of the game :) 

  2. It would be awesome to have more flexible and more reliable rotating parts. I hope we can implement many of your ideas and make the existing ones more useful and reliable. I'm not sure how easy it will be because we have to tweak/cheat the physics-engine to make such a thing possible - but I hope we find a good solution for it. Probably needs some time and testing to find a good solution. We definitely have it on our radar :) 

  3. Agreed. We'll add new rewards to missions and sumo battles as soon as we have new relevant content. I'm not sure when we'll come around to work on this, maybe gradually, but at the latest when we're working on the "story progression" part on the game. You can check out our roadmap in the linked thread to see what we're implementing at the moment :) Thank you for posting.

     

  4. Sound Creator sounds awesome. Maybe our Sound Designer and Programmer can find a cool solution for that. In this field I have no experience so I have to leave that up to them completely :D

    Good discussion about the logic parts. I'm really not sure yet whats the right way of or rather, which way we should choose to go eventually. I really want to let the experts go wild :)

    I can see the appeal of being able to totally program in a programming language - for the same reason that I choose text-based languages and not visual scripting :) Maybe we can find a solution to implement both, but the normal players will only use the block parts, and somewhere hidden is the option to program classically? I mean, this would appeal to a lot of programmers or robot-nerds if you could program and simulate complex drones/robots in a sandbox :)

     

     

    Here's an interesting video which discusses how games implement difficulty/help modes/sandbox modes, etc. It talks about how the gamedesigners envision a certain way of playing and have that as a "normal" option, and if you want to play differently, you can, but not as a upfront option, but hidden in a menu so that it is clear you are violating the game mechanic. If you're into game design, check out the video below. I'm not sure if I agree with his opinion, but interesting take :)

     

  5. We were really impressed when we saw the first walker created during the kickstarter campaign :) It's amazing what people can already build and we want to add as much as we can to let you go wild even more :)

    I think we need a mixture of really basic parts from which you can build everything and some more complete and functional parts which you might be able to build yourself from scratch, but it helps to save space and that beginners can use them more easily. Think of a part which is a grapple. You can already build it, but there might be a part which already does the same thing more easily.

    • Like 2
  6. Can you make a list of which logic parts you think you need to add? I think those are relatively easily to implement so there should be no problem to add them :)

    Compressing Logic is understandable. I also want to make crazy logic to build more crazy drones, automate everything xD It's a compromise between easy to use for beginners, user-friendly in general, powerful and not frustrating/limiting for the power-users. We're not sure how we want to help and address the power-users currently. We know big logic constructions are hard to build.

    Maybe it's also a design decision: The game just works the way it is and you have to build around the limitations, because that's half the fun of it :) It's a challenge to build a 7segment display and therefore it's rewarding :) 

    Maybe we can add a option in a menu somewhere where you can freely place logic parts somewhere in the scene and use those in a sandbox more, just for the hardcore "create a computer in a game" freaks :) But this should be locked away from the normal players. What do you people think?

  7. Good ideas. Quick note on buying stuff: The problem with buying for tools/parts which might get destroyed in a mission and you have to re-buy them is, that if you're a bad player, your might get stuck in a loop in which you are too bad to finish the mission, might spend all your resources on new parts and lose them as well and then are too bad to get new resources or it's too much of a grind to get enough resources to get enough good parts and so on. The mechanic of buying parts which you can loose has the potential of bringing not so good players in a situation which is frustrating and not fun - we think.

    We therefore decided that whatever you unlocked with resources, you will keep it forever, so that your work/grind is not in vain. Other games have other solutions but for Nimbatus we deemed this the best one. :)

    More and different shield parts are definitely coming sometime in the future :) 

    • Like 1
  8. We are thinking of adding a mechanic which lets you damage the snake so it won't be an obstacle forever. It isn't fixed yet but we agree that the difficulty of this mission and the game is currently not well balanced and needs more work :) Thank you for your suggestions. I also think it's a good idea that when you attack a egg, that the snake is coming towards you :) 

  9. This is a good idea. We had a lot of discussions about how we want to implement progress in the game, like unlocking parts/size/etc or maybe have a sandbox & campaign mode. Ultimately we decided that we want the users to be able to create the drone they want or saw in a letsplay from the getgo without long hours of playing&unlocking. For the time being this is the way we envision the players should play the game but we hope to have other rewarding progression in the game :) stay tuned.

     

    • Like 1
  10. Droneparts which make terrain-drones easier are planned as part of a kickstarter-stretchgoal. We haven't announced yet when we'll be working on these parts, but they will come for sure :)

     

    • Like 2
  11. There will be a complete indepth tutorial later down the road. During the closed alpha and probably during parts of the early access we won't have a step by step tutorial, as they are very time consuming to produce and if we add new features, the tutorial will be obsolete quickly. Therefore the final and indepth tutorial will be only added when we have most of the features implemented that are on our roadmap. Until then we will periodically update the slideshow and maybe make youtube videos which explain certain building aspects of the game.

    But I definitely agree with you that a good tutorial is needed for the final game :) 

    What kind of new movement types would you like to see?

    • Like 1
  12. Interesting idea. Ideally what you want should be possible with upgrades or new weapon types if needed. Maybe we just need to add more upgrades which have the behavior you want (e.g. you have a Blaster with high accuracy, less speed but explosive projectiles) - something like that. Maybe in the future we're having more options for upgrade-slots and new weapon types.

  13. Good suggestions. I agree that currently a lot of things you can do are a bit hardcore in the sense that you need a lot of logic gates and thinking to do certain stuff. To be able to appeal to a broader mass of people and of course just to make things less cumbersome some parts with integrated logic will be implemented. All Basic parts will still be available of course :) 

  14. A spring is currently implemented similar to a real-life spring. It works in that way that if you apply a force to the endpoints, it contracts. If you release the force, it springs back to its original length. You can use it to dampen the impact or other creative ways. In the sumo arena someone used it for building a net, or to dampen a plow so it doesn't hurt itself when ramming. 

    • Like 1
  15. Good idea. Currently if you only share screenshots, you can't really rebuild the drone as you can't see the bindings behind it :/. Maybe we can add an overlay which displays the bindings for easier comparison/sharing/understanding. We'll work on a revamped drone sharing soon. This will take some time, but eventually makes everything much easier.

    If someone has build a nice mechanic, please share them here :) Drones of course are also welcome, but remember that public demo and closed alpha drones are not compatible. Maybe add the version number when sharing to prevent frustration :)

  16. Interesting, hmm. I think you have to program it yourself probably. From the top of my head I would probably implement something like for each satellite, you would have an AND gate with the e.g. WASD controls and an additional key like 1,2,3 or 4 and if you control the 1st drone, then if "1" is active you can use WASD. If "2" is active and you use WASD, you only control the 2nd drone. I think something like this would be needed. Maybe we need to add some logic parts to streamline this process. Good thinking!

    • Like 3
  17. That's a really useful suggestion @DreamShark. I often have this problem that the center of mass is not useful as soon as I design detachable satellites. I'm not sure if it's a difficult thing to implement, so I'll have to leave it up to @Micha. But considering that we actually want to encourage people making detachable parts, I think this might be worth spending some time into. Let's see what the future brings :) 

    • Thanks 1
  18. Good idea. We are thinking about implementing a Camera-Dronepart, which lets you switch to where the camera focuses. With this you don't need other "small cockpits", but can still have smaller drones swarming around and you can focus the camera on them if you press the right key.

    • Like 2
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