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September 1, 2012, 1:53 pm
Posts: 23
- Expanding the underground visibility bubble by 50%. At least enough to see the progress bar when placing objects or planting crops. Larger would be nicer. It's nightmarish trying to dodge archer arrows when you're under anything.

- If down or up is held in an in game menu, like inventory or shopping, the selection should move in that direction to the first and second selection at the normal rate, then selection should proceed down or up at an increased speed without the need for a second button press at any point. Individual presses should otherwise remain as normal. Would make shopping a lot easier.

- Implement mouse aiming (making use of the run and gun already in the game) and use of Mouse1 and Mouse2 for action 1 and action 2 when clicked over the item in question.

- Mouse wheel up and down support for scrolling through menus

- Free build (within range of player) with placement, dig or construction via mouse rather than tapping to face another direction and jiggling around to find the sweet spot for placing blocks

- A non ranked non permadeath mode with a trigger to initiate the next wave but otherwise the same building speeds, starting inventory and item prices. For those who like to build but also like to fight and experiment. The permadeath survival mode is fun, but chilling out would be a nice option

- Hotbar to quickly select weapons, tools, food or building supplies with 1 - 0. Getting chewed up deseperately trying to get my gun out after drinking a health potion :P


I've tried to coax a few other friends into playing but they take one look at the controls and UI and back away. Mouse implementation would go a long way but presents obvious advantages over the controller or keyboard set up. Which I haven't had a chance to play with unfortunately all keyboards and mice.


Otherwise loving this Achoum. Been playing it for a large part of the day.
September 1, 2012, 2:19 pm
Posts: 92
Hi,
- Expanding the underground visibility bubble by 50%. At least enough to see the progress bar when placing objects or planting crops. Larger would be nicer. It's nightmarish trying to dodge archer arrows when you're under anything.

I agree to that, and I would go a step bexon that in adding an option to make everything "above" you invisible (without enemies of course ;)).

- If down or up is held in an in game menu, like inventory or shopping, the selection should move in that direction to the first and second selection at the normal rate, then selection should proceed down or up at an increased speed without the need for a second button press at any point. Individual presses should otherwise remain as normal. Would make shopping a lot easier.

Good Idea I would liek that too.

- Implement mouse aiming (making use of the run and gun already in the game) and use of Mouse1 and Mouse2 for action 1 and action 2 when clicked over the item in question.

- Mouse wheel up and down support for scrolling through menus

I'm not sure if that will happen, because the gamestyle atm is, the pure keyboard controll, but I agree with you mouse controll would make it alot easier in many aspects (it would be needed to make a rebalancing if mouse controll would be added)

- Free build (within range of player) with placement, dig or construction via mouse rather than tapping to face another direction and jiggling around to find the sweet spot for placing blocks

Personaly I don't like that, because atm you need to build your "fortess" so, that it is easily extendable, with your changes that wouldn't be the case anymore, becuase you would be able to build large parts without moving.

- A non ranked non permadeath mode with a trigger to initiate the next wave but otherwise the same building speeds, starting inventory and item prices. For those who like to build but also like to fight and experiment. The permadeath survival mode is fun, but chilling out would be a nice option

Sounds good in my ears but I think it may be a little bit early for that, I would like it more to have less gamemodes atm but faster updates for those than the other way.

Biro

September 1, 2012, 2:32 pm
Posts: 23
Yah I don't expect the mouse thing to happen, just putting it out there. Mouse firing especially may make the game a little too easy. But potentially more accessible.

However anything to reduce the time spent in menus would be a good thing. It feels like I spend a lot of time desperately scrolling through to find my gun or pickaxe or wheat.

Hotbar would make this for me.
September 1, 2012, 2:59 pm
Posts: 346
Happy to hear that you enjoy the game.

>>- Expanding the underground visibility bubble by 50%. At least enough to see the progress bar when placing objects or planting crops. Larger would be nicer. It's nightmarish trying to dodge archer arrows when you're under anything.
>>I agree to that, and I would go a step bexon that in adding an option to make everything "above" you invisible (without enemies of course ;)).

I'll try to increase the size of the cone of vision and to add a special key combination (to be determined) to increase this cone of vision temporally (this will be more of less equivalent to making everything over the player to be invisible).

>>- If down or up is held in an in game menu, like inventory or shopping, the selection should move in that direction to the first and second selection at the normal rate, then selection should proceed down or up at an increased speed without the need for a second button press at any point. Individual presses should otherwise remain as normal. Would make shopping a lot easier.
>>Good Idea I would liek that too.

Good idea

>>Use of the mouse

There were already several discussions about that, and I want to make this game to be playable by several players in the same computer.
So, unless I have a very good reason, I wont add the mouse in the game play.

>>free building

Biro gave a good idea of the situation.
The game is far more immersing and strategic if you can only build things around you.

>>A non ranked non permadeath mode

In addition to Biro reason, I an extra concern with that:

In the game, time is a rare resource. And this will become even more true in the next release. So, a version with illimited time between waves would be kind of cheating. And I know that there is nothing more efficient to kill interest in a game that to use cheat codes. => I feel it will be not interesting.

However, I understand that people like to build fortress for fun, and that it would be fun to test/defend it.
So, in the building mode, in the future, I might add the possibility to add some of the towers, and also add a new object that will "create/attract" small quantity monsters when you use it (this will be an option when creating a building game).

In this configuration, the monsters will not become more and more resistant with time/waves, they will not burn with sun, and they will not be able to dig through walls (not to break your constructions). However, you will be able to add a lot of them, so it will be a nice thing to chill out and just kill a lot of monsters.
September 1, 2012, 3:02 pm
Posts: 346
For the difficulty to deal with the menu during fight, you have the "favorite button" to help you:
You can switch between all your items, or configure it to automatically select a given item (players generally use it to select the gun for emergencies).
September 1, 2012, 3:19 pm
Posts: 92
While we are on that topic, where can I configurate my favorite button?
September 1, 2012, 4:06 pm
Posts: 346
it was discussed here:

http://buildanddefend.com/forum_subject_60

I'll add a new button call the "Favorite" button. In the inventory, you will define some of your items to be favorite or not. When the inventory is closed, pressing the favorite button will switch alternatively between your favorite items. If you didn't define any item to be your favorite, all your items will be selected one after the other.

Edit:
The items you have favorited are in blue in your inventory
September 1, 2012, 4:27 pm
Posts: 92
It would be nice if the game was a little bit to tunnel builders ;) sometimes I want to build a large tunnel under my fortress in case of an emergency, but the problem is, that I can't orientate underground, that was what I meant with making the higher levels invisible.
September 1, 2012, 6:12 pm
Posts: 346
Don't worry I get it :)
September 2, 2012, 5:41 am
Posts: 23
*favourites the favourite button*

Thanks achoum!
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