August Feedback

Here's just some feedback from the August update, from the text and video interchangably (and incoherently, probably).

* Loved the video. I felt there was a missing opportunity when you teased that you could have the captain lipsyncing your words but weren't doing it at that exact moment you were talking about it :-)

* Supermelee is looking great, and is obviously a lot further along than the current camper build, I'm looking forward to trying the new build

* Can we please have a starfield in the background. The swirly purplish nebula is nice, but it's a little too uniform really, having a shifting starfield would really improve the look, IMO

* I do love that ships don't warp in pointing at each other anymore

* It looks like the vindicator itself takes up one of the vindicator's ship slots? I mean, that makes sense, but it looks weird having the big picture of the vindicator and then the 10 slots around it being "its fleet" and having the ship take up one of those slots. I would rather there were only 9 slots visible  than having it look like the Vin has a smaller version of itself docked (nit-picking, I know)

* The human ship's nukes still look too good at tracking. Vol and I were chatting about decreasing turn rate as a balance form, I will try that in the new build

* Really looking forward to trying out the ship builder. I'm going to go out on a limb and guess that Brad did NOT design the look of the current ships in game, given his new ship in the doc ;-)

* The landing-on-a-planet-through-green-rings still looks awkward AF and essentially without any purpose (I missed, I get shunted to the side a little, oh noes!). Is there really not any way of just dumping it at this point?

Ironically, although this update came with an awesome video, there doesn't seem as much to talk about as there has been for previous months. The race's information is all stuff we've seen before, interesting but we've picked over all that ages ago.

It really does look like the game is coming along clappers. Looking forward to more!

23,033 views 9 replies
Reply #1 Top


* The landing-on-a-planet-through-green-rings still looks awkward AF and essentially without any purpose (I missed, I get shunted to the side a little, oh noes!). Is there really not any way of just dumping it at this point?

Well, SC2 landers would land somewhere within a radius of your selected destination coordinate on the planet. Usually it wasn't an issue, but I think it could (and should!) actually turn into an oh noes moment if you end up landing on a serious hazard. Maybe even consume different amounts of fuel during landing, depending on how well you navigated toward the surface? I think it adds another layer of depth to planet exploration, and we all know how mindless it could get in SC2 when you were going from system to system, planet by planet.

+1 Loading…
Reply #2 Top

The landing will matter a lot if there is lava or acid pools. Also, gravity and wind affects how easy it is to land.

Reply #3 Top

Quoting Frogboy, reply 2

The landing will matter a lot if there is lava or acid pools. Also, gravity and wind affects how easy it is to land.

Hmm, OK, that's fair enough. I'll reserve judgement. I just think that out of all the times I've ever seen that sequence, I've never seen anyone land perfectly in the target, so if it's always going be frustrating...

But yes, obviously I should have remembered local hazards etc which need to be avoided. Fair call. Thanks for the reply, Brad.

Reply #4 Top

Quoting Frogboy, reply 2

The landing will matter a lot if there is lava or acid pools. Also, gravity and wind affects how easy it is to land.

If I remember rightly from some of the earlier lander videos there was a jump/leap function (some sort of thruster). I assume the need to upgrade comes into effect for high gravity planets to grab those pesky resources?

Suggestion - would it also be useful to have access to those thrusters in the landing sequence to slow the descent, helping realign on your landing site? Additionally gravity could then be used as an environmental hazard - if you hit the planet too hard, you lose crew.

+1 Loading…
Reply #5 Top

The green square landing (GSL) currently seems to feel very unnatural. There's no visual or audio cues on to what's going on or what you're supposed to do. I'll blame WIP. ;)

Reply #6 Top

Video and update look good. Especially the lip- and gesture sync, the unnoticeable load times and the art style of all game components.

Reply #7 Top

The landing stuff is t even close to alpha yet. ;)

Reply #8 Top

Hi,

The new PDF version of the update looks great and nicely laid out :)

I feel like the launch sequence mini-game is something that is going to get old and irritating after doing it 20+ times. It's something we're going to be doing 100's or 1000's of times. I was thinking a bit about it and I believe it would be more fun to me (others can weigh in, of course) if you went for something where you have a couple inputs before hitting launch, like speed and angle adjustment sliders (kinda like Worms or Scorched Earth or some kinda space golf), and then you just watch the whole thing unfold hoping you hit the mark. I feel like that's something that would stay interesting for longer. 

The actual planetary exploration looked really awesome to me.  Also, can't wait to see the real-time lip-sync in action.

Cheers,

Rixx

Reply #9 Top

The update was great. Progress looks exciting. Every month I hope to find a new track of music though. Maybe next month? Pretty please.