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Yeah - there's some signage that's meant to accompany the game (and will be there for our PAX Aus booth) just to lay out the physics, if nothing else and get people prepped for the game a tad faster.
Getting the players to 'matter' to each other is a bit hard, but I think the more players go up against each other, the more cohesion will build. Certainly, there's a few things I can do with the bots to push em a little bit more.
That'd be because I forgot to include the key guide in the feedback build. The final version will include a manual, but I think you've raised a good point which is that I need just a keys refresher screen or something when people fire the game up
I.imgur.com <-- key guide
I.imgur.com <-- gamepad guide
Release another 3-4 more games.
Just the right amount of creepiness.
'Game publishing' should never, ever be a prize - it implies that the publishing is completely a favor being done, and puts the gamedev on the back foot in negotiations.
Nice catch - I rewrote a bunch of the death stuff when I hacked in multiplayer, clearly the death code is clearing the variables rather than the new game code, which is how it should be.
> Bug: Amount of Songlasia collected does not reset to 0 after dying and starting another seed.
Good spot, I'll test that tonight.
> Suggestion: When playing daily, show current date on score screen for easy comparison when sharing #DailyQuarry screenshots (avoids timezone confusion).
I've been looking at this, it's got a lot of info there already, but I think it's doable.
Crap. Can't edit that, or the link will change and tweets will 404.
Note: Use Quarry.exe and NOT Quarry.bat :)
Honestly, reading feedback, watching videos? It can be really hard. It is a hard thing to decouple the emotion from the advice/information. Luckily, I have decent testers for Scred (including yourself) who know how to give really good feedback.
> I imagine ranklers and songlasia having some sort of ecological relationship, like the songlasia being required for them to reproduce (or maybe respawn like Pac Man ghosts).
Decent. Considering adding other layouts for nests as well, so maybe they should be weighted a bit more for reward.
> - would like to see number of mines carried shown on HUD.
Mines will go into the tech-slot if you choose that, when that change is implemented - so they'll replace the laser, etc.
> if you close the game window after dying (on score screen, before starting new game) your score isn't recorded yet, allowing you to do the daily repeatedly.
uhhh, didn't notice that before. Adding to roadmap under bugs to fix. Good pick.
> why the price volatility in the dirt market? If the value of the more valuable resources doesn't fluctuate, neither should the value of dirt. I'd rather have a steady price of 1 or 5 credits instead of getting a random BS level where it's worth 0 credits.
Might change it to flux between 1-5, though remember that you get a payout of 2 per dirt if you don't trade it in (hint)
> green part of laser sprite is only ever visible on the Easy game speed.
Yep, it's mostly there as a code-thing. I've never even seen it myself.
> laser displayed on HUD gives impression its range should be 5 tiles, but when used it's only 4 (first laser sprite in the beam appears under player)
... and I miscounted, and no one else has ever noticed.
Thanks for the feedback <3
Are you bribing me using those sexy animations?
Woah, intriguing news.
Hopefully this won't overstress the scope too much - but modding does allow community building opportunities that really can't be passed up.
Originally, it was a terminal based game so it was pure ascii. Now it's single-colour 8x8 sprites, but I'm thinking of allowing an ascii option (as I have just added CGA as an option)
I've been given a script to do builds for Mac, but I haven't got hardware to test it so I'm still reaching out to people at the moment - watch this space.
This build adds difficulty levels - by default, the difficulty is Easy, with Daily Seeds auto-setting to Hard. The difficulty for non-daily seeds can be changed via the menu (esc).
There's a new build available, you may want to check that out - it has some new shiny things (lots, actually)
It'll be good to get your feedback on it, definitely.
Interesting, though I'd expect a creature based in snowy/cold climes to have a lot more hair - would there be some reasoning behind this choice?
It's a great thing to be here for this project.
I'll be uploading a test build in a short while.
Notice the older style text descriptions for various values in top left - these are now changed.
Looks like a reasonable change so far - I'm still running this past a few people, but it's good to see some progress.
The only problem with this is that it took so damn long for Valve to GL you ;)
Gotta be honest, jealous that you already have fan art, but that's pretty sweeeeet
You know it.
Consistency sweep is definitely needed - nothing in this screenshot suits anything else.