Re: Code Dungeon - A first person hack & slash dungeon crawler

@34 I can't say thank you enough for the long and thoughtful responses! No need for apologize; there are no egos here. This is gamedev, and we're doing design. So honesty is the most helpful thing we can get; only then can we do better. We go into these things expecting there to be issues.

Immediate point on the docket; Change the audio for sonar. And look into changing how the sonar works currently.
Remove the sound for "void space", it's annoying and loud.

Make the sound for "walls" not so Ear-shattering and annoying. Me and Wiktor are having a meeting to talk about how to change the sonar,  and We're reading your post @6 and talking about how shadow rine does it, as well as what we want it to be able to do. As always I will post when we update the game. We're gonna think of sonar as a thing that notifies you of a significant change; constant noise is NOT the way to go.

I just separated UI and Sonar sounds from everything else in the Sound Mixer, so hopefully the player will be able to adjust those when needed in the next update.

As for your points on the Radar; your feedback mimics a fear I had, and I completely agree. The mechanic removes most decision making from the navigation process, and makes the game become completely linear and removes exploration IF the player uses it as their main means of navigation. Balancing accessibility and challenge in this case is hard.

Thanks for the description of your play experience!
The attack pattern for the armored zombie with the chains is this:

It Charges towards you, and if it hits you, it does damage.
If it misses, it becomes tired for about 1 second.
The front of the zombie is armored, and the back is vulnerable. you can't damage it when it charges you.
But while it's tired, it doesn't turn to face you until it's ready to attack again.

We don't communicate this well enough. The "weakpoint" of the Armored Zombie has a very Directional Heartbeat sound, but it gets drowned out by everything else.

@35 Oh snap, we must have broken our survey in that last build. Gonna hotfix that, thanks for letting me know!

@37 There were no plans, but it can probably be done. Currently you can rotate at 45 degree increments with Shift + A and Shift + D, and move normally. The main problem is the Sword button is set to Left Mouse Click. I can look into optional keypresses for that, and look at what we can do for non-mouse navigation.

-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
  • ... AudioGames . net Forum — Developers room : Stealcase_ via Audiogames-reflector
    • ... AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector
    • ... AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector
    • ... AudioGames . net Forum — Developers room : moaddye via Audiogames-reflector
    • ... AudioGames . net Forum — Developers room : Sean-Terry01 via Audiogames-reflector
    • ... AudioGames . net Forum — Developers room : Stealcase_ via Audiogames-reflector
    • ... AudioGames . net Forum — Developers room : Stealcase_ via Audiogames-reflector
    • ... AudioGames . net Forum — Developers room : Stealcase_ via Audiogames-reflector
    • ... AudioGames . net Forum — Developers room : Stealcase_ via Audiogames-reflector
    • ... AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector
    • ... AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector
    • ... AudioGames . net Forum — Developers room : Haramir via Audiogames-reflector

Reply via email to