Gameplay and Development Discussion
#41
05 October 2014 - 09:38 PM
Digging the Flame Mammoth jump adjustment, that's a good idea.
Boomer Kuwanger's refight is definitely a tough one. I will say that I found it satisfying to beat, though. It is annoying (for the first time, at least) that you can beat him and then fall through afterwards, however. Not sure what you can make of that, since spikes can't currently replace the gaps.
As for the spark attack from Spark Mandrill on his stage's fight, I don't know where he was positioned, but I remember purposefully dying and resetting the fight 3-4 times to see if they would ever circulate the room, and they never did. So if they do circulate, either I got lucky, or it is, IMO, rarer than it should be (it is definitely one of the more challenging components to his refight in Sigma 3).
I would recommend letting people test your Pre-final adjustments for HP/Enemy DMG/Enemy HP/All AI changes before releasing 2.0.0, imo. But if you feel you've done enough testing, then by all means.
That's all I've got for now!
#42
05 October 2014 - 09:53 PM
Vexium, on 05 October 2014 - 09:38 PM, said:
I would recommend letting people test your Pre-final adjustments for HP/Enemy DMG/Enemy HP/All AI changes before releasing 2.0.0, imo. But if you feel you've done enough testing, then by all means.
I'd bet then that what you're remembering is from his old arena:
As there was no wall to collision with, the sparks used to go off screen and de-spawn, aka not circulating. If you ever happen to experience it in the new arena, let me know through here or PM and I'll check it out again. (I'd puzzle the hell out of me though, since I haven't touched that AI whatsoever)
Yes, when I get even closer to what 2.0.0 would be (hint, it's not *that* far away), I'll be asking for a few testers (2 or 3 should be enough), more than anything to rule out any unexpected camera locks / weird enemy positioning... stuff like that, which by now is unlikely to happen (afaik, 2.0.0 so far is glitch free). But, you never know.
Thanks for the feedback.
#43
05 October 2014 - 10:44 PM
Also, remember all that stuff relating to damage I was mentioning? I think my main issue lies with the Armor Upgrade still. Trying to beat the levels w/o the armor upgrade, the damage is appropriately brutal. Is it possible that the Armor Upgrade is affecting damage differently for certain enemy projectiles/effects? It felt that way to me, I think. All I know is the Armor Upgrade still provides a massive boost to survivability, with the higher life meter and what I perceived as differing levels of damage reduction from enemy attacks. The light sparks in the early portion of Spark Mandrill's stage come to mind again. Without the armor, they hurt like hell. With the armor, you can tank the damage if necessary. Just something to consider.
#44
06 October 2014 - 07:26 AM
Vexium, on 05 October 2014 - 10:44 PM, said:
Ah, good stuff. I'll be checking that out today, it's definitely a possibility. I know for a fact that the Upgrade doesn't affect spikes damage, but it could also not affect the sparks, and certain types of projectiles. I'll be checking that out today, thanks! That's the exact thing I need to polish them changes.
About the sparks... I'll consider it. Since in the refight the duration of them is quite long already, I'd have to make an exception for it to only be in the first fight. But it could be for the better, since I've noticed the duration could be nerfed for the refight. I'll be checking that out as well.
#45
09 October 2014 - 10:45 PM
That makes me wanna release a version!! So tay on your toes, because there will be yet another version before 2.0.0!
To do for 2.0.0:
-Redesign second half of Launch Octopus
-(Possible redesign of Storm Eagle's stage?)
-Redesign to optimize some parts of Spark Mandrill's stage
-Feedback you guys provide after the release of the next version!
I'll be testing with a selected few the new version before releasing it. It should be up before the end of the weekend.
Stay hyped!!!
#46
12 October 2014 - 05:19 PM
Remember guys, I need all of the possible feedback for the very last version!!
Just remember that Launch Octopus, and Storm Eagle are getting redesigned as well!!
#49
13 October 2014 - 11:19 AM
#50
17 October 2014 - 11:51 PM
#51
18 October 2014 - 06:32 AM
Stann, on 17 October 2014 - 11:51 PM, said:
That's a good suggestion. It will take a little while, but I'm sure I can do that for v2, thanks.
#52
18 October 2014 - 12:09 PM
One big gripe I had with this stage was the platforms at the very middle of it. After quite a few hours I was able to modify them at my leasure. They form a fun yet kind-of-predictable speedy area.
One thing to note - I wasn't able to do anything fun with the Head Upgrade. None of the upgrades are forced now, but the Head Upgrade just demands a somewhat precise wall jump, sadly.
To do for v2:
-Redesign Boomer Kuwanger
-Redesign bits of Spark Mandrill
-Redesign second half of Launch Octopus
-Redesign bits of Sigma 1
-Polish the very beginning of Sigma 2 with the platforms (of hell)
-Enhance the rest of the regular enemies' AI
-Make a patch (for self use) that converts Hard Type into Soft Type (more of that later)
Stay tuned!!!!
#53
19 October 2014 - 01:01 PM
As certain level designs work with these collisions (By making you interact with them), this change was pretty much required. It should help the player feel the designs more natural and dynamic.
Now off to redesign Boomer Kuwanger's Stage!
#54
19 October 2014 - 01:30 PM
#55
19 October 2014 - 01:38 PM
#56
20 October 2014 - 05:44 PM
#58
20 October 2014 - 07:04 PM
The head upgrade never saw much use anyway, its a bit awkward tbh. I wonder if there was some way to give it another use?
#59
20 October 2014 - 07:30 PM
I'm not sure I wanna open that window about the head upgrade aura. I've already tried my best to implement the feature into the levels (notable the new Sting Chameleon), and coding something more for the upgrade could cause bugs, and delay V2 (not to mention the time it'd take to actually code it, since I'm no master hacker myself).