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Future Additions/Changes

🕑 Added 2015-11-06 03:50:16 +0000 UTC

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iamnuff

I didn't think of that, but i actually like that too. Then again, I kinda want to enter a room that's just packed full of grunts, and see how many I can take out with a single shot. Best case (for coolness factor, if not practicality) is having the charged shot move at the same speed as your character runs, so on flat ground you can fire it then chase after it to keep it on screen, and clear a whole level with one shot. Obviously not practical though.

The Future Fragments Team

Each level we'll have two separate gimmicks on; the icicles you mention we've already implemented in the Ice level, actually :P We MIGHT implement something like that in the Fire Level, but as it's really similar to what we already have in the Ice level, it's likely we won't, unfortunately. The teleportation stuff actually wouldn't work lore-wise, although it is a neat idea, haha. Same with the collectible pictures; the big problem with this is that that's even more work for Triangulate, if we were hiring CG artists once we break that $8000 monthly level then we could afford to have game over CGs, but collecting CGs of sexy stuff would really be lore-breaking :P We will have a gallery though that will show all the animations for a level once you've beaten it, and that includes cutscenes as well, which you can replay with the text/sound or just showing off the animation loops :)

QuestionablyInsane

These sound all good! May I make a few more suggestions? One I would love to see some level hazards besides just death pits and Lava. My idea was that in the Lava level have pipes that drip magma at a regular basis and in the ice level have hanging icicles that drop as you pass under them (So you have to run quickly though or bait them by running under them then back) and while we are on the topic of death pits and lava maybe not have them be deadly? Like when Talia touches the death trigger of the pit or lava have her teleport back to where she last jumped in a dizzy state (She is a witch after all and teleporting is mentally straining ^^) My second suggestion is collectible pictures. I know you got like a collectable mentality with the terminals but I think finding sexy pictures that are tricky to get and have their own puzzles would add a bit to the game. I'm thinking like the 100% gamers that must find everything and not just beat the game. You could have a gallery in the main menu.

The Future Fragments Team

Yeah, that's definitely not my preference either, but it's a team game :P

iamnuff

I believe I was talking about F then, not H. My mistake.

The Future Fragments Team

Pressing H actually does damage to you, the other filters currently are B for motion blur (ice level demo only), F for "fringe", N for "noise", and L for "lines". That's actually something Cheshire wanted to add, personally, I prefer the game without any filters as well, but as it's an option, and the player can disable it, yeah, we'll probably leave it in. We might have it set so the player starts off without any filters, or it remembers their preferences once we get an options screen in, etc.

The Future Fragments Team

This is actually a neat idea, and we might try to implement this and test it out to see if it works.

The Future Fragments Team

To paraphrase what I replied to on ULMF; This actually doesn't make the charge shot useless, because we're going to have a wide variety of enemies, remember :P There will be some enemies that will spawn in the double digits each time you see them, but will have low life, so... Conversely, there will be some enemies that will remain invincible unless hit with a level 2 charge shot, which will break their force field, for just one instance. (Also, to be clear, the time it takes to charge a shot in game right now is 1/4th of a second. :P I'd say that's pretty short, haha.) And sure, you could spam normals... but what if something is chasing you down, FAST, and you need to be able to turn around, fire off a shot, and keep running? (Yes, there are going to be enemies like this that will be much faster than you that you'll need to maneuver around; stopping won't be an option unless you want to take damage) We'll play with the damage levels, we might make the first tier a bit stronger (around 30 HP damage), but we wouldn't put it in the game if there wasn't a use for it. We want enemies in this game to be treated individually, not just cannon fodder you blow through, hence why the enemies from the Ice Level onwards will be more complex than those in the Fire Level by a long shot. You know how bosses in Megaman need specific strategies or weapons to take care of them? That's how we want each enemy in this game to be. Also take into account that Talia will have extra powers in future levels that will make her even stronger (for example, the fire dash currently does a staggering 100 HP damage); if we don't tone down her regular damage, she'll be a powerhouse by level 3 that will basically be able to just hold right and blow through everything effortlessly, haha. As with everything, we'll be balancing it out, but right now, the current charge shot has to go.

Secular Reason

Have to kind of agree here... Maybe go back to the original charged shot, but change it so that it weakens a bit for every enemy it goes through until it fades completely?

iamnuff

Everything else sounds great though. Oh, a minor nitpick that I keep forgetting about. One of the filters in the game makes the game look like ass. I think it's the one you enable/disable with H? I keep forgetting because i disable it immediately when I start playing, because it adds a blur effect to the whole screen. I'm not quite sure what the intent was when you added it, because I don't see a point at all Unless it's supposed to simulate heat-shimmer on the fire level?) but it seems to slow the game down just a tad, and it makes it hard to tell what's going on. Frankly it makes the game look like a youtube video set on low quality, If I wanted to play a blurry game, I'd just take my glasses off. Now, all whining aside, the fact that I can just turn it off with a single button is absolutely great. It never has to impact my experience with your game at all, so there's no real reason to complain. I'm just kind of confused as to why it even exists. Does adding a layer to obscure your vision really add to the experience for some people? Maybe I'm just biased against the effect because I wear glasses, so I've come to hate the idea of something like that.

iamnuff

- Change Talia's charge shot to have two levels, with the first level being a shot that goes through all enemies but does a small amount of damage (equal to a normal shot), and the second level only hits one enemy, but does a ton of damage (equal to the current charge shot's damage) This doesn't seem like a good idea. The level 1 charge seems pretty worthless. No point spending time charging if it only does the same damage as an uncharged shot. Even if it goes through people, you'd probably be better of just spamming normals instead. The second level allows you to oneshot weak enemies, but only one at a time. Making it weaker than the one you currently have. As it stands, the normal shot feels fairly unsatisfying, and the chargeshot takes more than one hit just to kill one of the zombies. (one charge, one normal, IIRC) if chargeshots doesn't have the power to oneshot weaklings AND the utility to do it to several of them at the same time, then I don't see the point in even using them.


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