Other Roguelikes > AliensRL
Some thoughts
Klear:
OK, so Engineering Tower, don't be afraid of higher levels, weapon stats on the character screen. I'll see if that helps. Thanks.
Klear:
I have some notes, so I'll just put it in this thread.
1) Skills - I just realized that the skill levels listed in the advancement menu are those you can (or cannot) buy, not the skill levels you currently posses. Maybe it's just me (and it's definitely a matter of opinion) but I'd prefer if this screen showed the current level. It seems more intuitive that way. I know the current skill levels are listed on the character screen (well, not really, I only found out as I was typing this) so I guess if unspent XP was listed there (which it should - and there's still plenty of room), the advancement dialogue could be merged with the character screen.
2) XP - it should be listed in the main game view, possibly between name and health bar. I hate that I have to keep checking the menu to see if I have enough to buy my skill next upgrade, with the unspent XP value being hidden in a sub-submenu (requiring 4 keys to display and then three escapes to get back in the game).
3) Acid - I think I wrote it somewhere before, but anyway: I keep stepping around alien bodies, thinking that walking across them will hurt me because of acid. The bright green colour looks dangerous. A minor health hit when walking over corpses wouldn't make it that much more difficult, but it would motivate players to kill aliens in convenient spots. Fitness could perhaps lower the damage.
4) What do the number and a bunch or coloured bars (in the bottom right corner during the game) represent? (pseudo-edit: the first two are security/millitary keys, right?)
5) Is there a "low armour" warning? I might have missed it, but I never noticed it, unlike the (ubiquitous) low health and low ammo warnings.
6) Have anybody suggested flares, to temporarily neutralize lowlight areas? I'm sure somebody already did, but what was the response? =)
7) I just had an alien pursue me throughout a level, breaking down all doors I shut in its face. No question or suggestion here - I just wanted to say how amazing it was... I need to run away from things more =)
8) Is there a way to unload guns? When I pick up a gun of the same type as I'm holding, does the one I drop get unloaded before picking up the new one? I noticed that this way I usually get only a partially loaded gun, but after reloading it, I seem to have a bit more ammo than before.
That's about it for now.
skarczew:
--- Quote from: Klear on September 18, 2012, 09:42 ---1) Skills
--- End quote ---
Discuss with Kornel.
--- Quote ---2) XP
--- End quote ---
At certain XP breakdowns, an indicator appears / changes colour. Discuss with Kornel.
--- Quote ---3) Acid
--- End quote ---
If we decided to do that ...then we would need to make them corrode with the environment - and disappear after some time.
I propose to discuss it. Make some topic and drop yer ideas =) .
--- Quote ---4) What do the number and a bunch or coloured bars (in the bottom right corner during the game) represent? (pseudo-edit: the first two are security/millitary keys, right?)
--- End quote ---
Yep. And God God Hand only knows what is the rest for.
--- Quote ---5) Is there a "low armour" warning?
--- End quote ---
Nope.
--- Quote ---6) Have anybody suggested flares, to temporarily neutralize lowlight areas? I'm sure somebody already did, but what was the response? =)
--- End quote ---
Yep. Guess who? =)
And I guess there was no response. On the other side - there are so many things to get implemented, that I am almost sure they will appear sooner or later.
--- Quote ---7) I just had an alien pursue me throughout a level, breaking down all doors I shut in its face. No question or suggestion here - I just wanted to say how amazing it was... I need to run away from things more =)
--- End quote ---
We do have a lot of interesting ideas, which would keep the game ...entertaining.
And btw, Spoiler (click to show/hide)Good luck with pinkies.
--- Quote ---8) Is there a way to unload guns? When I pick up a gun of the same type as I'm holding, does the one I drop get unloaded before picking up the new one? I noticed that this way I usually get only a partially loaded gun, but after reloading it, I seem to have a bit more ammo than before.
--- End quote ---
Weapons are unloaded by dropping them. I bugged Kornel long enough, so he reimplemented dropping at the same tile (it was there in the previous releases, but somehow disappeared during alpha/beta stages).
Double "g"et (when standing on some weapon the class we got already) is a quick way to unload it. Imho, it incredibly simplifies the game while going through multiple crates. Just remember to reload afterwards.
Sirdec:
About Acid : perhaps only larger aliens should leave enough acid to be a threat to the environement and the player. On the other hand, if aliens leave have acid blood in game, then the focus on point-blank shooting as it is atm is difficult to justify. Game design is hard :-)
Something i didn't catch during the beta-phase and that is needed (was diying way too early) : some way to fire at somthing (like glass) without the cursor going back to an alien in view. Very often i want to break glass while there is a drone or worker in view. not sure how to implement it thought...
Motorheadbanger:
About the acid — it is one feature of an alien: you shoot him in the guts, you look at what was your face dripping on the floor.
And also, do want a motion scanner with beeps just like in the movies. And maybe some vent hatches to weld them shut to stop them from getting to you?
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