Suggestions & Ideas : Some Impressions
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July 21, 2012, 7:00 pm
Posts: 1
Hey, I just played a couple of rounds of the free version, and here are my immediate playtesting thoughts and suggestions:

1. The whole B1, B2, B3 thing is *incredibly* confusing. Might it be possible to display, per player, which button it is they should press at all times, instead of the "B1, B2, B3" icons or whatever?

2. Navigating menus is also a bit confusing. There should be displays of which button to press to do what in a menu (ie, 'press CONTROL to purchase'), as well as notifications when you've done something (ie, 'purchased Wood!'). In my opinion, instead of opening chat, Enter should select a menu entry when a menu is open. Menus should also be able to respond to mouse clicks. On that note, perhaps inventory should be in a seperate location, like at the bottom of the screen or to the right, and you should be able to go between items using numkeys or some other hotkey system, perhaps in addition to what you have now.

3. It wasn't at all clear to me that I was supposed to be holding down buttons rather than mashing them. It took me forever to figure out how to chop down a tree, because I thought I was supposed to be tapping CTRL rather than holding it down. The guy should probably not start swinging his axe until a few seconds after the CTRL key is held down, to avoid confusion.

4. When you die, at the stats screen, it should remind the player to press ESCAPE to start a new game.
July 21, 2012, 7:17 pm
Posts: 92
I agree to all 4 points
July 21, 2012, 7:53 pm
Posts: 117
I too agree to all the 4 points.
July 21, 2012, 8:27 pm
Posts: 346
These are good points. The game is at alpha stage, so there are a lot to improve. Thank you for the remarks.

About the mouse and the fixed controls (num-pad for the inventory), the game is intended to be played by several players on a single computer. So you should be able to play is with controllers, or by being several players on the keyboard (like when we were kids). For this reason, you can't really have the numpad reserved for your items.

However, since going into the inventory is inadequate during a fight, I thought about a compromise:

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.

Ps: Since, you can also play in Internet, the chat button is an exception to the rule (since you can't chat with controllers).
July 21, 2012, 8:45 pm
Posts: 117
A favorite tab, almost like in Skyrim would be freaking amazing!
You're good at finding good solutions for quite hard problems :)

I want to be like you one day ^w^
July 21, 2012, 9:26 pm
Posts: 346
I feel extremely flattered :)
July 21, 2012, 9:34 pm
Posts: 117
Awesome :D
September 16, 2012, 8:38 am
Posts: 7
I would suggest having a more obvious animation for chopping trees and building blocks. Instead of having a status bar and an animated tool in front of the player, have the player character maybe holding the axe/hammer/whatever and banging away. Trees should also have some kind of animation when you're cutting wood. Make the status bar slightly larger. I'd suggest reducing the model to a stump after the first block has been taken. You might want to make the numbers larger for the remaining resources, as well.
September 16, 2012, 4:57 pm
Posts: 346
Actually, the character is using an axe or a pickaxe when dealing with trees or blocs.
However, when you are under a tree, it is not always visible.

In the next version, you will have some dirt or pieces of stone when you will dig blocs.

I like you idea of animation of the trees :) I'll probably use it.

For the model of the tree, it is planned to have several models to show the amount of wood left.

Tkx for the idea :)
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