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Post by rob on Jul 3, 2014 8:55:31 GMT -5
Greetings, Brave Testers! We are a day late with 103, but here it is. Changes: * Add a bunch of stuff to /testdungeon That's right, just one bullet again. Tim's been working on the dungeon editor, which allows us to draw dungeons and populate them with fortresses. Yesterday he spent an hour or two trying out some dungeon layouts and combining forts in ways you don't see in the overworld. There is no boss or big prize, but the test dungeon should at least be a little more interesting now. I continued to not work much due to travel, and the little work I did was invisible infrastructure stuff. Someday I hope to add another feature.  For all you 'Muricans, happy 4th of July. For the rest of you, happy 4th of July! Thanks for helping us test the game! Rob & Tim Jetbolt Games
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aesc
Very Brave Tester
Posts: 13
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Post by aesc on Jul 3, 2014 10:21:10 GMT -5
Health prisms/augments don't work in the dungeon, as well as the lone wolf bonus.
You can also clip through the dungeon "walls" by changing tanks extremely quickly with a hotkey.
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Post by tim on Jul 3, 2014 16:12:53 GMT -5
Health prisms/augments don't work in the dungeon, as well as the lone wolf bonus. The lone wolf bonus not working is intended. There's definitely a display bug with HP in the dungeon - but what exactly did you find didn't work with health prisms/augments? Can you give a little more detail?
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aesc
Very Brave Tester
Posts: 13
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Post by aesc on Jul 3, 2014 17:11:48 GMT -5
Health prisms/augments don't work in the dungeon, as well as the lone wolf bonus. The lone wolf bonus not working is intended. There's definitely a display bug with HP in the dungeon - but what exactly did you find didn't work with health prisms/augments? Can you give a little more detail? Sorry, got confused due to the lone wolf bonus not working and how other players see your hp as its base value till you switch tanks, it's just the display bug you mentioned.
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Post by fire on Jul 4, 2014 18:21:25 GMT -5
glad to see the dungeon is actually difficult, have a video of my first few tries running it, died because I wasn't expecting it to be hard  the combination of towers towards the left makes for a challenging run. www.youtube.com/watch?v=d-pnjbiIWZs
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Post by Kelsoo on Jul 5, 2014 20:26:23 GMT -5
Alright, I'm interested again, I don't mind the mild rewards, the gameplay is what really keeps me coming back, progression systems be damned, the dungeon is quite well made.
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Post by Ood on Jul 5, 2014 21:56:08 GMT -5
The dungeon is hard, sure. Its good to see that there are ways of placing towers without strictly adhering to the 'grid'.
In the end, it's still boring, sorry. Artificially difficult by placing lots of missilers or long pathways is not the same as interesting content that requires a bit of skill or thought. Please make some towers that interact with other towers, or edit some of the current ones. That way dungeons can be randomly generated AND interesting without having to place each and every tower manually to make things 'hard'.
Other than boring and static dungeons seem to be on a decent track I suppose...
What are other's opinions about ability to change tanks in the middle of a dungeon? I guess I'd like to see tank-switching be disabled, seeing as you are cut-off from all towns/friendly areas upon entering a dungeon.
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Post by Kelsoo on Jul 5, 2014 22:53:46 GMT -5
Okay, here's my first video on the bottom portion of the dungeon, somewhat long at 19 minutes. Further impressions to come, pay no attention to the commentary... not my best work, quite difficult to play and get across coherent or " articulate" thoughts.. What I was mainly trying to get across was - The dungeon is difficult, but some parts are more of a test of endurance and not "fun" in particular. But still a challenge, and that is needed in a game with so many exits and strategies to easily prevent death. Indeed I rushed into thinking it was more content to be rushed, and was instantly proven wrong died and was happy, ready to take it on. Didn't die again but came close many times, and made sure to keep my finger off the Origin button which... - Should be removed, at least in the dungeon, I prevented myself from using it while in the dungeon and it provided a much more enjoyable and pleasing experience. Stimulating perhaps. I'm starting to become and advocate for a much more austere tone towards this button outside of the dungeon, maybe steps to keep players from escaping so easily and freely. - The dungeon enforces and almost forces a co-op aspect, and for that I am eager for more to come, I praise the corridors and think they have an impact on this particular gameplay feature perhaps? As with in the dungeon I really, really want co-op to start being almost forced, not through or because of greater reward incentives or what have you, but through sheer difficulty, make it so that you need someone by your side, make it so you want a crowd control tank, so you want people to take roles, not so everyone can just get on a thunderbolt and tear the game a new ass. And I would also like to say that for me, the most fun came in the dodging, so many times was I so close to a missile death only to hardly evade it, it really stimulates the mind and adds in that romanticized "skill" talk that everyone goes on and on about. Shield rotation is also dodging. Also the Scorpion is still broken if you need anymore proof the link is below. Although, I will say it is quite useful, (and actually NOT invincible) in the rightmost side of the dungeon, still trying to refine a strategy to do it without Origining, although if you can Origin in the dungeon its still basically broken. Anyways here you go link
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Post by rob on Jul 9, 2014 11:14:54 GMT -5
We've decided to skip today's push due to not having anything ready to show. We hope to be back next week with the "squadron speedrun" feature.
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