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Forts game mouse control
Forts game mouse control











forts game mouse control

Making it so people can actually understand easier will improve the blind feedback rate and quality. Tutorials and stuff take a lot of time, but maybe just a little label in the top right that says "right mouse to attack" or whatever. I would suggest firstly adding at least some basic HUD overlay that says if your ranged or not at minimum. But it took me a few minutes to figure it out - even basic things like: "how do i attack?" and "is my guy ranged?". As a player of xcom, and a developer of a similar game, I should know how your game worked. One of the problems though with rough prototypes or demos is - it can be hard for the person using it to understand what they're doing and what their options are. You're taking a very smart approach in the open demo for feedback. So honestly, I've really struggled, very intimately with some of the problems you're dealing with. So I'm working on another tactics rpg with some similar influences. Uploaded a new version with a small UI fix, some changes to the terrain, and a troll! Thanks so so much for letting me know about the email thing, that could have gone unnoticed for a long time if anyone has any ideas I'd love to hear them nobody likes it (myself included), but I'm not sure what to do that'll work best. it's funny, I like the little psychological aspects of these decisions, and I think by slowing it down it gives the player more of a chance to take in the scenery The window scrolling is too fast - I've been playing the game so long I didn't notice that slowed it down by a good 30%, if you get the chance let me know if it feels too slow now.

forts game mouse control

TheANMATOR2b - thanks! at some point, probably in the nearby future, I want to add cameras that zoom into the action when your character scores a kill or an enemy shows up - it's one of the things XCOM did brilliantly, and I think that relates to what you're describing about zooming in to see the characters better, it makes the player connect to them so much better That’s all we know.ġHpLeft - thanks, I agree - the randomness is too much at the moment, particularly because you don't have a lot of ways to make smart plays - so even if you use the terrain and your units perfectly, there's still a chance of losing. The requested URL / was not found on this server. And thanks for supplying via web player.Įdit: After subscribing and confirming via email, I clicked on the "continue to our website" button link, it went straight to a google error page. I concur with 1HpLeft, good prototype! keep it up. The fighting and movement mechanics are sound and worked as expected, so just a little polish, a couple sound fx, some story and I think you'll have a solid project to move forward with. It was super fast and happened unintentionally several times. I know there's a lot of things to work on so the lack of music/sound fx was expected, but the one thing that I didn't like (not sure if this is even possible to change) was the world scrolling when the mouse neared the edge of the window. Maybe having subtle rollover sounds and highlights would improve these elements. The funny icons that showed up above the characters didn't feel interactive or responsive. I'm probably in the minority but I like to see command buttons show up - like gui buttons near the character. The controls are solid, though I didn't know to rotate the view until I read the OP, so some of the enemies were obstructed and I didn't know what was going on when the hidden enemies were attacking, until one of my characters went down from an arrow to the throat! Possibly on a character select screen you can show the character models in all there glory, and maybe a bestiary to see the creatures in better detail as well. I like the smooth animations of the characters, for an artist I'd like to have a zoom feature to see the characters better. Like us and stuff! We appreciate it, and will shower you with affection should we ever meet in person A variety of characters with different abilities, and a leveling system making them more powerful and unique Deep strategic layer influencing and being influenced by tactical missions Battle in Forests, Castles, Ancient Ruins, Villages, Dungeons, Caves and more Deep tactical gameplay encouraging smart plays and thinking outside the box

forts game mouse control

Knock down pillars, collapse walls, burn trees, push enemies Battle in dynamic environments, analyze your situation and outsmart your enemies again overwhelming odds using only your wits.

forts game mouse control

We wanted to recreate the amazing tactical gameplay from our favorite tactics games, and adds ideas that improve on it.













Forts game mouse control