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I'm realDragon, and I love making games! I'm a computer science + game design student, and I make primarily tabletop-y and video games.

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realDragon
realDragon - - 1 comments @ realbboy Infiltrate 1 0 6 1

There is an option for non-toggling sprint, so I guess that can be redirected under the 'menu is a mess' issue. The trial and error learning for the tutorial was part of the intent, the instruction is mostly there so they know what things they should try to be doing. On your recommendation, I've made the first room always be the tutorial room unless they have completed the tutorial room before.
As per suggestion, I made collectables pick-upable with 'e' and <ctrl>.
You shouldn't be able to hurt yourselves with walls by walking into them, but the damage from crates is more to signify Katia clumsily tripping over them and falling. (And also for the balance reasons of preventing you from just running through crates wantonly, which defeats the AI quite handily) The reason that is is so low in damage is because the primary intent is deter, not punish.
On better HUD display, this is an ongoing concern, and as a short-term fix I just slapped a grey rectangle under the information printout, I'm think about maybe making a basic Katia avatar to display her health in the future. Owing the source content, I want to explicitly not show exact number readouts of her health and mana unless an option is selected for it.
I will work on improve the menu screen and look of the game, but that will sadly be near the bottom of the list of things I plan to do, at least until I shove as much content as I feel comfortable doing, as that might change how I approach the look of the game.
Portals basically work like leaving the room except the room list you can go to is different, so adding them to the tutorial would be entirely specific code, and more importantly give the user false impressions about the in-game mechanics. I do like the idea of going into a portal to end back somewhere on the same level but do to how the engine I'm using works the best way to do this would be to make a big level and have to portions that the view and player switches between. This is possible but would require some very major re-writes to a bunch of pieces of code where I assumed some things when I first wrote the code, like that the entire room would be used for the play area and that everything connects on a basic AI-interpretable grid.

My exams went well, thanks for asking, and as always thanks for the criticism.

EDIT1: Just realized that oblivion portals in the tutorial would work as a means to extend it, I could just make them go to another tutorial room which would give me more space to help the starting player. Now all I have to do is think of things to put in it so that I can justify another screen's worth of space...

Good karma+1 vote