Development Game [ 2014-08-18 ]

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Viech
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Joined: Fri Aug 03, 2012 11:50 pm UTC
Location: Berlin

Development Game [ 2014-08-18 ]

Postby Viech » Sun Aug 17, 2014 11:22 pm UTC

We had a good round of seven matches on seven different maps, lacking only Parpax and Forlorn.

Screenshots

Perseus

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Platform 23

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Yocto

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Thunder

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Spacetracks

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Station 15

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Chasm

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What has been tested?

Pretty much a vanilla Alpha 30 build.

Statistics

Individual Matches

Gallery

Average over 7 matches

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Average over the last 115 matches (analysed games since 2014-01-18)

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Analysis

  • Beacons made Thunder (our biggest map) much easier to navigate and we had the first human win ever to be reported on that map! Previously, I assume humans mostly got lost while aliens could spread a small empire over the map…
  • Human bases (still) seem too strong in many scenarious. Among things subject to fine-tuning (turret effectiveness, power supply) I blame the low number of area of effect and ranged attacks at the aliens' disposal as well as the resulting lack of synergy between different classes: Advanced dragoons snipe one structure at a time with or without support, advanced maurauders only profit from other advanced marauders with a similiar strategy, etc.

What's next?

  • Beacons aren't 100% done, small things might change about them. I'm especially looking forward to removing the current human radar and alien sense and creating new mechanics powered by beacons.
  • I'm still kind of waiting for CBSE to be available in the gamelogic but I'm afraid I'll have to start diversifying alien (anti-base) attacks before it ships. This means you might be seeing some ranged/AoE attack on the mantis and/or tyrant soon.
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
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kharnov
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Clan: GT
Location: New York City

Re: Development Game [ 2014-08-18 ]

Postby kharnov » Mon Aug 18, 2014 6:25 am UTC

Some feedback I left on the channel. Ignore #2, I'm already working on that.

<kharnov> 1. grenade/firebomb model is bugged, it's a tiny spec for some reason, check the scale
<kharnov> 2. i'd like to rewrite the death messages
<kharnov> 3. beacons on a map with a lot of people and structures can get a little grating, i'd increase transparency or reduce size
<kharnov> 4. my weapon sometimes disappears when i spawn with a lot of models visible
<kharnov> 5. feature request: to reduce frustration when buying things while under attack, can we have armory transactions wait until you close the menu to take place?
<kharnov> 6. score list columns aren't properly aligned, sometimes the numbers are off alignment
<kharnov> 7. i can no longer see the skybox on thunder ???
<kharnov> 8. sometimes messages are duplicated on screen
<kharnov> like
<kharnov> [H] dude: hi
<kharnov> turns into
<kharnov> [H] dude: hi
<kharnov> [H] dude: hi
<kharnov> 9. vote string is under the minimap
<kharnov> 10. feature request: check box on spawn menu, to "always pick this choice" which will take effect for the rest of the map
<kharnov> 11. unless already implemented: have the price bar on the buy menu reflect the cost of the thing versus your credits
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Viech
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Posts: 2137
Joined: Fri Aug 03, 2012 11:50 pm UTC
Location: Berlin

Re: Development Game [ 2014-08-18 ]

Postby Viech » Mon Aug 18, 2014 10:46 am UTC

As you have a GitHub account, you just volunteered to create issues for #4, #6, #8 and #9. #4 will need steps to reprdocue though, e.g. create a layout with a single spawn and lots of structures that allways triggers the behaviour, otherwise the issue will very likely get mothballed and closed in a cleanup one year later. #6 needs a (annotated) screenshot.

#1 is already on the tracker. #2 appears to be done (you need to reference the commit whenever you close an issue as fixed though). #3 is on my radar. #5 sounds good in theory but may be quite a bit work. If you can convince someone to do this, fine, otherwise this sounds like a post-beta task. For #7 you should talk to EmperorJack first, if he can't reproduce or fix you should create an issue with a screenshot and your system specs. I'm against #10, it complicates the UI and its logic and isn't really a valid choice as you are often forced to switch roles. If you build a forward without a defender and get attacked and killed you need to spawn dretch, if there's only one egg left you may need to spawn granger. #11 is something to talk to Veyrdite about.
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
bird
Posts: 5
Joined: Sun Aug 10, 2014 12:56 am UTC

Re: Development Game [ 2014-08-18 ]

Postby bird » Tue Aug 19, 2014 4:00 pm UTC

Wow! This all looks so fabulous. Time to buy a new computer that can support Unvanquished :-/

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