I got permission from CardboardTube to post this.
Hey all,
I would appreciate it if I could get some feedback on a project of mine. I don't know if anyone remembers, but for school I'm working on a multiplayer Flash game called Project: GunBug. I've knocked together a single player demo to show some of the concepts I want to implement, and I need to get some feedback on it.
If you have the time, please go
here and take it for a spin. Please note that it's a really early product, and as a result is not really that exciting. There is a single target on the field that doesn't react or move. It's just there so that you have something to try the attack mechanic on. The goal is to eventually have the other unit controlled by another player with the same type of interface, and have each player taking turns doing a move+attack.
A screenie:
Also, if you have a chance, please leave me feedback on the
forum I've set up for the project. You'll need to register to post on the forum, but I currently have activation turned off so you should be able to post immediately after registering. You can also leave feedback here, but it would be more beneficial for me if it were on the forum so I could point my instructors to one place.
Edit: You need to register before you can see the forums at all. The first time you hit the forum it will just be a login page saying there are no forums to show.
Known issues:
- You can sometimes score a hit in the red zone and it will register as a miss. I think I borked the hit boundaries for some of the reticle types. Also, on an old version it seemed to do that if you sat still and shot for some reason, so it may be a lingering bug from that.
- There is not much of a difference in the target pip speeds. I actually noticed this when I ran the demo for the first time in a browser. It runs MUCH faster when I run it directly from Flash, and there's a noticable difference in speeds. At long ranges it's really, really hard to score a hit if you burn all 6 MPs. I think this is a consequence of me using setInterval to move the target pip. I'm going to have to try another method as I develop the game more.
- It may take a bit to fully load. The demo is pulling map layouts from .xml files, so it takes a second to load up. Future versions will have some sort of loading progress monitor.
- There isn't currently an undo button for the movement. It'll give you MP back if you turn one direction and then immediately turn back the other direction, but you can't step backwards. An undo of some sort will be added for user-friendliness in the future.
- Range is currently being determined by a kludge and doesn't quite accurately count the hexes between you and the target, resulting in some oddness with the target reticle at close range. When I get A* wrangled into the game this will change.
- Terrain currently only effects movement, not weapons fire. Again, when I get pathfinding into the game it will resolve this.
- Facing doesn't currently make any difference. Another issue that pathfinding should take care of.
- There is no multiplayer. Actually, there is, if you consider a chat lobby a game, but it's not part of this demo. >_>
I appreciate any feedback I get on this.
Posts
Any other suggestions/observations? Do you think alternating move+attack turns of this nature would work well for multiplayer? Does the combat mechanic seem fun or unnecessary?
I also do want to make it so someone has to be in front of you for you to fire at them. Right now, as someone pointed out on another board, it seems like all that's going to happen is two people will get up in each others' faces and just shoot until one of them goes down. I'd like positioning to be a little more important and involved than that.
It was brought up elsewhere that the 10% extra damage isn't really that noticeable, so that will be changed. At the moment I'm thinking of capping the yellow zone at 80% base weapon damage, and having the red zone do 100% damage and give a 15% or so chance of doing 1.5x base damage.
Thanks for the feedback so far, and keep it coming.