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Getting started with EXO testing!
July 8, 2014
1:46 pm
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Finally i have gotten home and I have been able to release the test client!

You can find it here: http://www.quelsolaar.com/EXO.zip

I'm interested in all kinds of feedback so don't hold back. I know the game has a number of issues that I feel needs addressing, but before i start making changes I want to know what real players think about it. The game like any game should obviously be playable without instructions. Since the game isn't ready (the plan is to add a single player campaign that will ease player in to the mechanics) figuring it out can be hard. I still want to give you the opportunity to try the game without instructions so that you can tell me what was clear and what wasn't. I'm going to start a separate thread with instructions for when you give up :-). The game has an AI, but one that isn't particularly bright, so if you can synchronize with someone to play PvP that's probably better.

I don't have a clear roadmap for changes/additions for the game, so feel free to suggest what I should be working on! The C&C crew was very generous in this regard.

I use my twitter feed @quelsolaar as a worklog, so its a good place to keep up with the development.

Thank you so much for helping me test my game!

Cheers

E

July 8, 2014
2:16 pm
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Wow, looking forward to trying this.
Immediate impressions (literally 30 seconds of playing):

- took me a while to figure out how to get into a game (by clicking on a map on the actual planet)
- dragbox commands seem to not work very well – pathing seems to have problems with getting larger groups through narrow pathways/doorways
- I really like the aesthetics (but I'm a fan of love's aesthetic too, so no surprises there)

Will post again when I've figured out more and won a game vs AI

Veteran of the Wendigo Gamma campaign. The original space turd.
July 8, 2014
2:22 pm
Bristol
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I'll put my QA hat on and give this a go when I get home from work :)

July 8, 2014
2:28 pm
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Addendum to previous post: are there dragboxes? I can't get them to work anymore – was it just my imagination?

Veteran of the Wendigo Gamma campaign. The original space turd.
July 8, 2014
2:37 pm
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Yes there are drag boxes but they are very broken! First you need to not click in empty space (thats panning) then you need to not click anywhere close to a unit (because then you will just select them, i like having big selection areas) and then drag a square. ill get on this right away.

July 8, 2014
3:32 pm
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Sorry, cba to beat the AI before commenting here – keep getting bumrushed. Moar Feedback it is!
(not sure whether these clash with any design philosophy you have, or are difficult/impossible to implement, so feel free to tell me if so)

Things to think about:
- an attack-move key or an attack ground key (in many RTSs it's A+right click, but obviously that key is in use) could be a good alternative to clicking outside the map to fire. Fewer required mouse movements, etc.
- holding down the tech tree key could be replaced with a toggle.
- the buttons are still very temperamental, both in the main menu and in the pause menu. I think I need to click on the letters? Bigger hitboxes would make this easier

That's all for now – back to getting distracted by this game!

Veteran of the Wendigo Gamma campaign. The original space turd.
July 8, 2014
5:51 pm
Bristol
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Initial thoughts:

Main Menu

  • Not obvious at first glance that the top words ("Play", "Watch", "Create", "System") are headings, maybe worth putting in some kind of separator between the headings and the menu items on that black bar. Also might be worth making the font slightly bigger than the options for clarity.
  • The mouseover colour seems to be the same as the colour for the headings, it might be nicer if mouseover was more visually distinct, perhaps a shade of the colour used to indicate an option is selected (Red?).

Game

  • The spiralling helix around units when selecting them is quite distracting, would be nice if it was toned down, especially when selecting large numbers of units
  • It's not always obvious to me where the entrances to buildings are, or where corridors are once I am inside. This might be down to the art style, but if there was some way to make this more obvious it would help to figure out where to move to at a glance.
  • I couldn't figure out how to build anything. The text file says "you can create new items and units by pressing the F-keys." but I couldn't seem to bring up any kind of menu or tech tree.
  • The indicator at the side of the screen that lights up when you press combinations of w,a,s,d is just a collection of symbols that doesn't mean much to me. My first instinct was to click it to try to get more information, or to hover over and maybe get a tooltip but it just ran away :( (I understand that's probably so that it isn't in your way if you need to see what's underneath it, but wasn't what I wanted/expected from it).

Need to try to figure out some more stuff, I'm pretty lost at the moment I'll admit! I suppose a lot of the interaction is context sensitive? Because I can't seem to do much apart from move my units around and let them suicide by trying to shoot an enemy through a wall while being fired at! :P

July 8, 2014
6:43 pm
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It might just be my screen but at 1920x1080 it is really hard to click the buttons on the menu. it seems like you only have a couple of pixels of space where you can actually select things, and the slight brightening of the buttons is pretty hard to see against the generally bright background.

July 8, 2014
7:32 pm
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NinjaOx said
Sorry, cba to beat the AI before commenting here – keep getting bumrushed. Moar Feedback it is!
(not sure whether these clash with any design philosophy you have, or are difficult/impossible to implement, so feel free to tell me if so)

If my design philosopy clashes with makeinga good game i need to change so keep it comming. There is a setting controlling the AIs APM, its hard coded right now but i will try to expose it.

Things to think about:
- an attack-move key or an attack ground key (in many RTSs it's A+right click, but obviously that key is in use) could be a good alternative to clicking outside the map to fire. Fewer required mouse movements, etc.

Normaly you shouldent need to do that as units do automatically fire on units in light. The "Attack without traget" command is really only if you want to fire to dissuade your opponent from crossing a path. Right now I find that the game requires A LOT of micro management, so I'm trying to find ways to reduce it by making it possible to tell units to do things that last for some time. I'm still very much debating what the units should do them selves and what you should have to tell them to do. Ideas are welcome!

- holding down the tech tree key could be replaced with a toggle.

I'm worried about people getting stuck in a mode they cant get out of. Would a setting for this work?

asonyemployee said

  • Not obvious at first glance that the top words ("Play", "Watch", "Create", "System") are headings, maybe worth putting in some kind of separator between the headings and the menu items on that black bar. Also might be worth making the font slightly bigger than the options for clarity.
  • Ill figure something out. I have already made the text easier to hit.

  • The spiralling helix around units when selecting them is quite distracting, would be nice if it was toned down, especially when selecting large numbers of units
  • I agree, i will try to fix this. All graphics is very likely to change for ascetic and functional reasons. I'm right now working on a new FX system that will make it easier for me to do this, hopefully next release will have this.

  • It's not always obvious to me where the entrances to buildings are, or where corridors are once I am inside. This might be down to the art style, but if there was some way to make this more obvious it would help to figure out where to move to at a glance.
  • I couldn't figure out how to build anything. The text file says "you can create new items and units by pressing the F-keys." but I couldn't seem to bring up any kind of menu or tech tree.
  • You use the direction (W, A, and D) keys not the F keys (Ill correct that!) to build items or change unit suit.

  • The indicator at the side of the screen that lights up when you press combinations of w,a,s,d is just a collection of symbols that doesn't mean much to me. My first instinct was to click it to try to get more information, or to hover over and maybe get a tool-tip but it just ran away :( (I understand that's probably so that it isn't in your way if you need to see what's underneath it, but wasn't what I wanted/expected from it).
  • Im thinking about having the symbols on the side of the level instead of being part of the hud. In a way they just acts as a "Cheat sheet", but yes I understand that the assumption might be that you can click on them.

    Need to try to figure out some more stuff, I'm pretty lost at the moment I'll admit! I suppose a lot of the interaction is context sensitive? Because I can't seem to do much apart from move my units around and let them suicide by trying to shoot an enemy through a wall while being fired at! :P

    Try figuring out one unit at the time in Sandbox mode and take the time to figure out how the different buildings work.

    Cpt_Fantabulous said

    It might just be my screen but at 1920x1080 it is really hard to click the buttons on the menu. it seems like you only have a couple of pixels of space where you can actually select things, and the slight brightening of the buttons is pretty hard to see against the generally bright background.

    No its not just you. I have fixed it, and it will be out in anew release tomorrow.

    July 8, 2014
    7:36 pm
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    Definitely an interesting project, I will probably soon make a request thread in this subforum to find people to play versus ("soon" being a few days most likely). A lot of my initial thoughts have already been posted, so I'll try not to reiterate too much. Anyway, here goes some random thoughts to treat however you like:

    – The more units you have selected the faster the circle around each unit spins, which probably is why asonyemployee found them so annoying (I do to, btw). It's hard to say if the circles will feel as obtrusive once that is fixed. However, I also noticed line width of the circle scales with diameter, which gives the sniper guys an IMO too thick range indicator while the shieldies barely are visible.
    – Adding a keyboard shortcut for activating item of currently selected unit would be immensely helpful.
    – I know priority is on getting the game working mechanically at first, but adding very simple audio feedback (not necessarily for all actions, but for things like completed unit constructions, lights switching on and off and units taking damage) can have an incredible effect on testing experience, even at this early stage.
    – Using right click for both move and fire depending on where you right click is an elegant solution, but can be very frustrating as it's not always clear what areas right next to walls are pathable terrain and which will make your units shoot each other. A possible solution to this could be having normal right click always move and having shift+right click always be attack, unless you want to keep the number of used keys to a minimum.
    – Similarly, making holding shift disable map drag when clicking out of bounds, could be a possible makeshift solutions to making box-selecting easier (as previous poster commented on how difficult that is currently).
    – Multiple item icons following units are pretty broken currently. If a unit has multiple charges following it currently they will sometimes get stuck on terrain when making sharp turns, or latching on to other units (I "stole" charge icons from an enemy earlier, but couldn't use them myself).
    – The Chassis and Jäger are slightly too similar in design currently for my tastes.
    – The Chassis automatic circle-fire could be a great area denial tool, but is currently mostly a liability (since it fires in a circle). Being able to create a cone of fire for it (that possibly would remain visible even when deselecting) could be really cool though.
    – I forgot to test this myself, but if the Jäger EMP can temporarily disable facilities, wouldn't it be possible to permanently shut down the enemy starting factory (if multiple Jägers can increase item production rate to 250%), preventing them from doing anything at all throughout the game? If this is an issue, making it a smoke cloud that purely negates light in that area might be preferable.
    – There seem to be some conflicts between design choices aimed at a very quick and scrappy game versus a longer more strategic one. This is a bit hard to explain, so I'll try to elaborate: The controls, letting you quickly give orders to the "closest" unit of a given type feel aimed at a design where you have very few units, like 2-3 of each type. The item production also feel this way, since getting a constant supply of what I assume is intended to be game-changing items (in my opinion) should cost a significant portion of your active forces. Most of the units are very micro-friendly and suggest getting out there immediately to cause havoc. However, the "having more combat units inside factory speeds up production" feels like an incentive to sit back and amass a great army before doing anything. Creating additional incentives to get out on the map earlier (for example generators in the middle of the map that can light up areas further away closer to the enemy) as well as/or giving each player two of each starting unit type instead of one might mitigate this. I'm not too sure about this point though, I'd have to play more and vs someone else before giving a complete opinion.

    And now for the big one: ease of access. You say in the top post that the game should be playable without instructions, which it currently really, really, isn't (sorry, I hope this doesn't come across as mean). I read the instruction set before booting up a sandbox game, and even then was very confused for a few minutes. Partly I think the ambiguous controls (right clicking sometimes causes a move, sometimes an attack, for example) made it take longer to figure out what causes what to happen. But mostly the unusual (though quite sleek once you get used to) controls for unit construction is difficult to explain using words. Since the controls are quite simple once you get used to them however, a very short image tutorial explaining what the promps are and what the different unit icons do would be enough. These pages should preferably include:
    - The units types with very short descriptions
    - The building types
    - How unit training works
    - The visual prompts for when you can train units
    - What different keys will do at different times (like how holding down a corresponding key will let you assign orders to the closest unit of that type, or train that unit, or create an item for it depending on what's selected).
    If this sounds interesting I could probably bust up a prototype for such a page for you & others on the forum to comment on over the following weekend (will have little spare time until then).

    There, I now spent about 3 times longer writing this post than I did actually playing the game. I hope at least some of it helps, and good luck with the project :)

    July 8, 2014
    8:11 pm
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    A lot of good feedback!

    JeCa said
    – The more units you have selected the faster the circle around each unit spins, which probably is why asonyemployee found them so annoying (I do to, btw). It's hard to say if the circles will feel as obtrusive once that is fixed. However, I also noticed line width of the circle scales with diameter, which gives the sniper guys an IMO too thick range indicator while the shieldies barely are visible.

    Also known as REALLY lazy programming…. Im going to get rid of the current circles soon.

    – Adding a keyboard shortcut for activating item of currently selected unit would be immensely helpful.

    Interesting, but a unit can carry many different items, Should i have one button for each type?

    – I know priority is on getting the game working mechanically at first, but adding very simple audio feedback (not necessarily for all actions, but for things like completed unit constructions, lights switching on and off and units taking damage) can have an incredible effect on testing experience, even at this early stage.

    It would be good and ill see what i can do. I have 3D sound system but I need to connect it to my VFX editor for that to work. If I make the visuals and audio too good too soon i fear that it may mask gameplay problems (I surely had that problem with my previous game)

    – Using right click for both move and fire depending on where you right click is an elegant solution, but can be very frustrating as it's not always clear what areas right next to walls are pathable terrain and which will make your units shoot each other. A possible solution to this could be having normal right click always move and having shift+right click always be attack, unless you want to keep the number of used keys to a minimum.

    What if the pointer changed color or something when you held it over different targets? So that you knew what a click would do before you clicked. Would that help?

    – Similarly, making holding shift disable map drag when clicking out of bounds, could be a possible makeshift solutions to making box-selecting easier (as previous poster commented on how difficult that is currently).

    Chris form the podcast suggested that shift or allt would let you pan where ever you clicked, then maybe left clicking outside the map wouldent need to pan. Lets see what you think tomorrow when the multi select gets patched.

    – Multiple item icons following units are pretty broken currently. If a unit has multiple charges following it currently they will sometimes get stuck on terrain when making sharp turns, or latching on to other units (I "stole" charge icons from an enemy earlier, but couldn't use them myself).

    Ill see what i can do about that. Its tricky problem…

    – The Chassis and Jäger are slightly too similar in design currently for my tastes.

    Dom you have any suggestions for how to diferentiate them?

    – The Chassis automatic circle-fire could be a great area denial tool, but is currently mostly a liability (since it fires in a circle). Being able to create a cone of fire for it (that possibly would remain visible even when deselecting) could be really cool though.

    They shouldent circle fire. Im not sure why they do that. Ill look in to fixing it.

    – I forgot to test this myself, but if the Jäger EMP can temporarily disable facilities, wouldn't it be possible to permanently shut down the enemy starting factory (if multiple Jägers can increase item production rate to 250%), preventing them from doing anything at all throughout the game? If this is an issue, making it a smoke cloud that purely negates light in that area might be preferable.

    I dont know. I want there to be a way to disrupt manufacturing. Question is just if its OP. Cant you just kill the Jagers?

    - There seem to be some conflicts between design choices aimed at a very quick and scrappy game versus a longer more strategic one. This is a bit hard to explain, so I'll try to elaborate: The controls, letting you quickly give orders to the "closest" unit of a given type feel aimed at a design where you have very few units, like 2-3 of each type. The item production also feel this way, since getting a constant supply of what I assume is intended to be game-changing items (in my opinion) should cost a significant portion of your active forces. Most of the units are very micro-friendly and suggest getting out there immediately to cause havoc. However, the "having more combat units inside factory speeds up production" feels like an incentive to sit back and amass a great army before doing anything. Creating additional incentives to get out on the map earlier (for example generators in the middle of the map that can light up areas further away closer to the enemy) as well as/or giving each player two of each starting unit type instead of one might mitigate this. I'm not too sure about this point though, I'd have to play more and vs someone else before giving a complete opinion.

    The idea is that you should be able to either rush or turtle. If these two are both viable i dont know. I think that tweeking the build times and map design will be very important in this reguard. Its something I very much want feedback on.

    And now for the big one: ease of access. You say in the top post that the game should be playable without instructions, which it currently really, really, isn't (sorry, I hope this doesn't come across as mean). I read the instruction set before booting up a sandbox game, and even then was very confused for a few minutes. Partly I think the ambiguous controls (right clicking sometimes causes a move, sometimes an attack, for example) made it take longer to figure out what causes what to happen. But mostly the unusual (though quite sleek once you get used to) controls for unit construction is difficult to explain using words. Since the controls are quite simple once you get used to them however, a very short image tutorial explaining what the promps are and what the different unit icons do would be enough. These pages should preferably include:
    - The units types with very short descriptions
    - The building types
    - How unit training works
    - The visual prompts for when you can train units
    - What different keys will do at different times (like how holding down a corresponding key will let you assign orders to the closest unit of that type, or train that unit, or create an item for it depending on what's selected).
    If this sounds interesting I could probably bust up a prototype for such a page for you & others on the forum to comment on over the following weekend (will have little spare time until then).

    I think you are right. But right now i dont want to spend time making tutorials in game because Im likely to change a lot of stuff. Im still just at the beginning of figuring everything out. What i need now is something simple to get testers in so a few images or a youtube tutorial would be great! I suck at making that sort of stuff sop any help is much apprechiate.

    The things i would like to add in to the game is stuff that make it more clear so that you need less tutorials and help, and i think thats something i can start doing right away.

    July 8, 2014
    8:47 pm
    Bristol
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    Whoa, I think I'll avoid the html in future, I guess it makes the reply formatting a bit of a pain!

    I think I've figured out the suits and items now, thanks for the response! Here's some more rambling words from me:

    - The lightning bolt symbol can be quite hard to see, I had to zoom right in before I realised it was there because I could only see two of it's edges.

    - I would have found some basic in game help text useful, when clicking on a unit in the Suit Factory for example it would have been nice to be told something like "Press 'A' or 'D' to change suit", or just some title text at the top of the screen when you hover over a building telling you what it is. I think just telling people "Suit Factory" rather than just:


    would already be a big step up in approachability. I am a bit of a troglodyte and tend to just skip through tutorials to get into the "meat" of a game, so this sort of stuff is a lifesaver for me (can't say if it's the same for others though!).

    - Panning with the mouse and multiple monitors is awkward, once you get to the edge the mouse continues on to the next monitor and the game stops panning, not sure if there's any sensible way to detect that happening, but it would be nice not to have to be too precise if you need to pan in a panic.

    - The unit control feels a little bit clunky in some circumstances, which is especially noticeable when moving your mouse in a circle and issuing move orders. It seems that the units sometimes teleport slightly backwards from my cursor when issuing a new move order.

    - My RTS instinct it to double-click a unit of a particular type to select all units of that type, e.g. if I want to move all my Chassis units to the suit factory.

    July 8, 2014
    9:08 pm
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    All right! Again, I've played very little of the game so far and won't have time to test it anymore tonight, so I'll just answer what I can now and get back with the other points in a few days, when I once again need something non-work related to distract me from waiting for KSP update 0.24. :)

    Eskil said
    Interesting, but a unit can carry many different items, Should i have one button for each type?

    Ah, I didn't realise having multiple units in the item factory would let units carry other units signature items (The manual becomes a lot easier to read once youä've played the game a bit). That makes it a lot trickier if you want to keep the number of keypresses to a minimum. For example, you could have a button for activating an item, but if that unit holds multiple items you would then need to press the corresponding WASD key. However requiring multiple keypresses for selecting a single spell/item is often a bad idea if you want people to use them a lot in micro-situations (I remember an interesting devblog from Halo Wars – of all games – where putting unit specific abilities behind a single key instead of two keypresses increased the number of testers using these abilities manyfold). If you don't plan to add control groups to the number keys then keys 1-4 could correspond to the different items, and pressing the key would simply burn the item charge closest to the cursor. However, that would give more keys for the user to memorise, so once again not optimal.

    What if the pointer changed color or something when you held it over different targets? So that you knew what a click would do before you clicked. Would that help?

    – Similarly, making holding shift disable map drag when clicking out of bounds, could be a possible makeshift solutions to making box-selecting easier (as previous poster commented on how difficult that is currently).

    Chris form the podcast suggested that shift or allt would let you pan where ever you clicked, then maybe left clicking outside the map wouldent need to pan. Lets see what you think tomorrow when the multi select gets patched.

    Having the cursor change depending on what you're pointing at is a great way to make the game more intuitive and will definitely help teaching new players how the system works. Maybe that would be enough (in any way it's a good start), but I have a feeling most players in micro-heavy situations will try to issue commands too fast for this to be entirely satisfactory. Again though, I haven't played nearly enough to be sure about this. Chris' approach is definitely a solution. I believe which button you actually choose to do what, and what is the default action, is secondary to making sure the player doesn't issue the wrong command by accident, as that is among the most frustrating things I know in any RTS.

    Dom you have any suggestions for how to diferentiate them?

    I have to admit I might've mixed up the unit names in my post. Will get back on this later, hopefully with some illustrations.

    I dont know. I want there to be a way to disrupt manufacturing. Question is just if its OP. Cant you just kill the Jagers?

    For some reason, when I wrote that, I imagined the EMP was fired in the same manner as the flare, meaning you could have three Jägers just sit in your base constantly bombarding the enemy factory. Now I'm really not sure why I thought that, and agree that a risky maneuver to temporarily halt enemy production is a very interesting prospect :)

    The idea is that you should be able to either rush or turtle. If these two are both viable i dont know. I think that tweeking the build times and map design will be very important in this reguard. Its something I very much want feedback on.

    That's interesting. The fact that the number of units only decrease throughout the game combined with the small map gave me the impression the game was intended as a fast skirmish-game, rather than one with broadly different strategical approaches. However I can't say anything about what playstyles it actually supports in versus mode, so I guess you can safely disregard my previous comment for now.

    I think you are right. But right now i dont want to spend time making tutorials in game because Im likely to change a lot of stuff. Im still just at the beginning of figuring everything out. What i need now is something simple to get testers in so a few images or a youtube tutorial would be great! I suck at making that sort of stuff sop any help is much apprechiate.
    The things i would like to add in to the game is stuff that make it more clear so that you need less tutorials and help, and i think thats something i can start doing right away.

    Sounds like a very good stance for this stage of development. Again, best of luck!

    July 8, 2014
    10:08 pm
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    asonyemployee said
    - The lightning bolt symbol can be quite hard to see, I had to zoom right in before I realised it was there because I could only see two of it's edges.

    You are right i need to redo that.

    - I would have found some basic in game help text useful, when clicking on a unit in the Suit Factory for example it would have been nice to be told something like "Press 'A' or 'D' to change suit", or just some title text at the top of the screen when you hover over a building telling you what it is. I think just telling people "Suit Factory" rather than just:


    would already be a big step up in approachability. I am a bit of a troglodyte and tend to just skip through tutorials to get into the "meat" of a game, so this sort of stuff is a lifesaver for me (can't say if it's the same for others though!).

    I just need to figure out how to do it without clutering up the screen.

    - Panning with the mouse and multiple monitors is awkward, once you get to the edge the mouse continues on to the next monitor and the game stops panning, not sure if there's any sensible way to detect that happening, but it would be nice not to have to be too precise if you need to pan in a panic.

    You can turn that off in the config XML file.

    - My RTS instinct it to double-click a unit of a particular type to select all units of that type, e.g. if I want to move all my Chassis units to the suit factory.

    I can add that.

    JeCa said
    Ah, I didn't realise having multiple units in the item factory would let units carry other units signature items (The manual becomes a lot easier to read once youä've played the game a bit). That makes it a lot trickier if you want to keep the number of keypresses to a minimum. For example, you could have a button for activating an item, but if that unit holds multiple items you would then need to press the corresponding WASD key. However requiring multiple keypresses for selecting a single spell/item is often a bad idea if you want people to use them a lot in micro-situations (I remember an interesting devblog from Halo Wars – of all games – where putting unit specific abilities behind a single key instead of two keypresses increased the number of testers using these abilities manyfold). If you don't plan to add control groups to the number keys then keys 1-4 could correspond to the different items, and pressing the key would simply burn the item charge closest to the cursor. However, that would give more keys for the user to memorise, so once again not optimal.

    I do have direct spell casting using Z, X and C (I think) Im not sure that will be faster, but its ther if you want it.

    That's interesting. The fact that the number of units only decrease throughout the game combined with the small map gave me the impression the game was intended as a fast skirmish-game, rather than one with broadly different strategical approaches. However I can't say anything about what playstyles it actually supports in versus mode, so I guess you can safely disregard my previous comment for now.

    I expect games to be shorter but more action packed, then say Starcraft or DOTA but they should be able to vary a lot since you can heal units and you could easily get in to a state with lots of charges, lights and mics where the game slows down a lot.

    Again, best of luck!

    Thanks!

    July 9, 2014
    1:51 pm
    Jordy
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    I really love the graphics and idea of this game, some quick first responses.

    - I read through the manual, but it was a lot to take in, I'm not sure the background story is worth the added complexity. Obviously a good tutorial will make most of this complaint mute.
    - The selection circle is flashing to quickly for my taste, it's rather annoying.
    - At first I did not figure out how to get into a game against the AI.
    - Adding sounds would improve the immersion a lot I feel, just simple confirmation sounds would already be a huge upgrade.

    July 9, 2014
    2:11 pm
    Jordy
    Guest

    Forgot to mention, map controls feel awkward to me. I imagine your choice for unit control in A,S,W,D means you want fast-paced combat decision making, but personally as a casual gamer I don't feel good if I cannot move the camera with ASWD.

    July 9, 2014
    5:16 pm
    Dinjoralo
    Guest

    I think the suit factory icon could work if the bit in the middle was black, or just not the same color as the floor below it.
    Also, a random idea I had regarding accessibility: What if there was a version of the readme in-game that had the icons for everything near their descriptions? Because I feel like just being able to see the symbol next to the description of a unit/building would help a lot. Heck, you could probably have it read off the actual readme file so you don't have as much to change each update.
    And out of curiosity, what's the plan for the credits in the main menu?

    July 10, 2014
    6:19 pm
    Regular
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    December 31, 2013
    Offline

    I just uploaded a new version at http://www.quelsolaar.com/EXO.zip It has some of the fixes requested in this thread, and it has some new cool particle FX.

    July 10, 2014
    6:38 pm
    Newcomer
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    I recorded my initial experience .

    Spoiler alert: I will probably never play your game again.

    July 11, 2014
    10:12 am
    Regular
    Forum Posts: 14
    Member Since:
    December 31, 2013
    Offline

    Dunkapotimus said

    I recorded my initial experience .

    THANK YOU SO MUCH! This is what i dream of as a game developer! Absolutely perfect feedback! Ive made loads of notes:

    This biggest game breaking bug is obvious that collision for some weird reason doesn't seam to work in the power-station building. I have no idea why but that's why it kept filling up with units shooting each other while not killing any one. For some reason the walls didn't provide any collision detection either.

    Clearly you where not able to figure out how to use the buildings to make items or upgrade your suits. In the final game I will add more stuff to deal with this, but for now maybe a tool tip would help? Ill try to figure something out. The fact that you did so well even when you had mostly Evacs was surprising. Your Evac VS Jager duels was great!

    At one point one of your fenders turned invisible. I have seen this bug once before but i have no idea why…. Ill try to look in to it.

    The multi-select has been fixed. Clearly it was lacking….

    At one point you asked about the difference between move and attack, and right now it works like this: Click on a spot to walk there, click on an enemy to target and attack it. Units will automatically target units that are in the light. Click on a spot where you cant walk to blind fire in that direction. I found that you would at times accidentally click on some place you couldn't walk and start shooting there by giving away your location. Maybe i should move this functionality to somewhere else, or even remove it. At one point you controlled a Jager and kept clicking on a unit you wanted to attack causing the Jager to constantly restart its warm up sequence so that it never actually fired. Ill make it so that if you target a unit that is already targeted the command is ignored.

    I also found that a dead unit was able to see inside a building. Ill fix that.

    The main menu globe is also a bit broken. The level you clicked on wasn't the one you got, and it took you a moment to figure out that you could click on the levels to select them.

    Spoiler alert: I will probably never play your game again.

    I will get on fixing this right away. Ill let you know when its done if you want to see what changed, and even if you don't I cant thank you enough! If you have any other feedback let me know!

    Cheers

    E

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