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Ideas and Questions


Nestor2003

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Deer Stray Fawn Studio People:

 

I am still having a hard time conceptualizing what this game is going to be. I really like what it is now, after some tweaks I have seen mentioned on other threads I think it would be perfect!

 

The things I think need to be added/tweaked are (along with some misc thoughts/questions):

-the way drones are constructed, we need to have a way to connect parts that are not a chain off of the central drone. Like making a stand alone triangle for example, by connecting three single square cubes with bars, so that each cube is connected to the two others. Right now, you pretty much have to stitch things together in order to make something that is surrounded in those heavy HP blocks.

-Item placement interference. It's great with some items, like you shouldn't be able to have two objects occupy the same physical space. But things like the sensors and weapons that you would like to be able to have at an angle, should have rounded bottoms, not so they can operate at 360 degrees in a single square, but enough that they don't have to be perpendicular to the item it's connected to in order to fit snug against it without causing physics issues.

-I think there should  be more variety in parts. for example, have bars that connect the pieces, the bars can be like the ones you show now to make connections visible, but they should be able to be placed, see the first bullet point above for why this would be good. Or you could have varying degrees of basic building blocks, so some are easier to destroy, but are lighter. Or some are heat resistant, while others take heat damage. Springs and Magnets were great additions, but I think I need some instructions on how to use the springs correctly. Are they strictly expanding springs, or can they somehow be used to act as cushions upon landing (shock-absorbers)? Also more stuff! :)

-I can't wait for Alpha! Do those of us that get to name a planet get to do so for Alpha, or only for final release? :) !!!!

-Obv. the ability for the enemy to spawn between the parts of your ship needs to go.

-Ability to make sub drones that don't begin connected to the main drone.

-Ability to turn off all functions of a sub-drone until it has been released, if it's connected. (I have found work arounds for firing sequences, but not angle correction sequences, it may just be that I am a programming noob... :) )

-Sensors that sense more than just terrain, enemies or both. I would like to be able to have an auto drone detect gems (green stuff) and land and send out it's mini drones to collect the bounty. 

-Challenges that require different designs to be completed. I have one drone that I can deploy on any planet that will successfully accomplish the demo missions regardless of the required mission for that planet. It sends a digger down to kill the mother hive and then basically walks along the surface killing all enemies along the way.

-Make it so that you can't build a giant battery and fuel chamber that will provide wireless power to your drone.

- Smart connected sensors that work together and with the pivots and other parts. So that when one detects an enemy, the others can be triggered to point and fire their connected weapons in the same direction.

- Tower weapons on auto drones that will point in a communal direction to fire upon an enemy caught in one of your sensors.

-Planetary physics, like in another game I play that has logic gates you can use to effect the environment that was in beta last I checked.  Where water would flow downward. Sand would do the same and could consume you or your ship.

-Ability to travel aimlessly away from a planet and encounter another nearby planet using just your drone.

-Material collection for crafting of items that allow for more customization of your drone.

-Can you use a controller to play the game? If not, add controller support at least for flying around the planet manually. :)

-I guess ground vehicles will come out in the first alpha release?

- Any ideas on how to make tank treads in the demo version? I have made them all except for connecting the two ends of the treads. I can do it, but it creates a big lump in the tread where I sew the two ends together...

-When you complete all the missions on a planet and you go back to the Nimbatus, it should take you directly to the galaxy vs taking you back to the planet screen. This would reduce a step making chain completing planetary missions smoother.

-Make motors that you can set the speed for. Like a combination of the ramp up consistent engines and the standard engines, along with a speed limiter. So instead of the way it takes forever for the variable motors to get to speed, they would just output that speed that you set at all times, with intended exceptions.

-The smallest batteries and the medium batteries recharge at the same rate but have disproportionate capacities, and the largest one, the solar panel recharges super quickly and has a small capacity. Why does the smallest fuel tank recharge the quickest, the second one a little slower and the largest one not at all? Wouldn't it make more sense for the solar panels to be the reason or means of recharging the batteries? Or you could have an on board generator that converts fuel into electrical power to charge the batteries. I don't think the fuel should recharge at all, but I do think that you should be able to find sources of fuel on the planets you explore similar to how you collect the gem material.

-I think this is all I will easily be able to access from memory about the last time I played the game. I may revisit with more ideas in the future.

 

Thanks for creating such a great demo and the promise of an even greater final game!

More Questions:

-Is there a date that you guys currently have in mind for a final release of a finished game? I know things take longer than expected and whatnot. But if there were no unexpected hurdles, when do you think you would be able to accomplish all of the things you have planned? Have you thought that far ahead?

 

-Magnatism

 

 

 

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