Universal Strike Wing: Raptor Rising - (by Crescent Moon Games)

Discussion in 'iPhone and iPad Games' started by Sanuku, Oct 23, 2013.

  1. Nullzone

    Nullzone 👮 Spam Police 🚓

    Jul 12, 2013
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    I second that one, and am very glad you brought it up; because it was next on my list to report back.
    The stick is - contrary to Connector, so you would have to manually implement at least two new options - positioned too low for me. This causes my hand to cramp, because the position is wrong and uncomfortable.
    Background: I have large hands and RSI. Both make me have special UI needs. But only when I got the second, I really started taking this aspect of software engineering into consideration.

    Back on topic:
    If that is doable for you for a future version, would be great if you can plan a fully customisable UI in. If you get more requests for control changes, especially for different elements, allowing player UI customisation takes away the effort of maintaining and enhancing complex control schemes.
    If you don't get more requests, specific changes to accomodate us two should be enough for starters.
    Next step could them be to make the joystick position freely customisable.
    And then build from there outwards, get a framework up that allows for easy addition of control elements to the customisation feature.

    Funny sidenote: Reading the above again, I just realised I picked up iterative development from our folks.Interesting how something like that can sink in through indirect exposure: I am not a developer myself. But due to the nature of the support we give, we work closely with them.
     
  2. Vaipa

    Vaipa Well-Known Member

    May 19, 2013
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    Hehe. Yea, we've talked about custom controls or at the very least more control options, and they'll most likely make an appearance at some point. However whenever we approach an issue we're trying to make it as final as possible, and controls especially need lots of tuning and tweaking.
     
  3. Nullzone

    Nullzone 👮 Spam Police 🚓

    Jul 12, 2013
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    Next thing, and have to be negative again:
    Please get rid of the repair timers. In my opinion that was the worst decision you could make.
    Yes, you need create revenue.
    But you aren't Angry Clash of Farmville Zombie Defense, or whatever the next crappy but hugely successful mass-market game is called.
    You cater to a rather small and specialised market segment.
    I'd gladly be proven wrong with numbers, but I don't think this will fly too well with your target audience.

    On the plus side, I immensely appreciate that you did not add Energy, or timers on the missions and boosts.
     
  4. Nullzone

    Nullzone 👮 Spam Police 🚓

    Jul 12, 2013
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    And a question about the "Wingman" boost:
    What is that thing doing exactly?
    I used it twice on the Screaming Eagles mission.
    1) I do not see the wingman flying around anywhere.
    2) Need to replay a few more, but my first impression is that it is quite unbalanced.

    I used the Blackwing, in Hardmode.
    Without the wingman, I really struggle to get past wave 10-15 or so.
    With the wingman, I made it to wave 46, where I got killed because I stupidly flew into the firepath of the enemy squad. Ended up with close to 10.000 points. If that hadn't happened, I could have gone on even longer.

    Which brings me to enemy AI:
    That could be improved as well for the survival missions. If you can evade the opening salvo (which isn't too hard), enemy ships are more like practice targets that cannot do any real harm. What I noticed the most is that
    a) they do not fly coordinated attacks
    b) they rarely attack me at all, after the opening salvo.
    For example on the Resource Hog mission, I have a much better impression of the AI. At least for me, enemies there seem to target the bombers with priority, and only go after me when no bomber is in range.
     
  5. Vaipa

    Vaipa Well-Known Member

    May 19, 2013
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    Game designer - Dream Builder Studios
    Well, repair timers are not there to stop players from playing. They are extremely permissive. They expire in real time, don't appear unless you lose your ship in a battle (and you can escape without getting destroyed even in survival missions), have multiple retries, there are very good ships in the game without repair timers, and repair costs should be under what you generally gain from one played mission.
    We use it more as a psychological balancing tool, since the ships that have them are generally very powerful, and we want the player to feel the pressure of not losing the ship and try to do better in general. And even if they lose the ship, it's not that big of a deal.

    However if it doesn't work, we'll scrap it and compensate people.
     
  6. Nullzone

    Nullzone 👮 Spam Police 🚓

    Jul 12, 2013
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    Agree, your timers are really easy-going, compared to the less than stellar (trying to avoid stronger language here) ones I've seen in other games.
    But they tick me off nonetheless. In "typical mobile gaming fashion", I mostly play in chunks of ~15 minutes (family and job don't give you hours where you can game undisturbed).
    Even having to wait 3 minutes in that situation negatively impacts my impression of the game.

    That aside, much more fundamental point:
    If you rely on the timers for balancing, maybe something is wrong with the balance in the first place?
    Yes, I noticed the High Guard ships are significantly better than everything else. Guess why I mostly use those?
     
  7. Vaipa

    Vaipa Well-Known Member

    May 19, 2013
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    Oh now I understand the confusion... you can use the ship while it's being damaged. There's no performance hit or anything. The only moment when the ship becomes unavailable is when it gets totally wrecked (the bar goes to 0). You just have to be careful not to die too many times in a row with the same ship. But you don't have to wait for it to be repaired to play again.
     
  8. Nullzone

    Nullzone 👮 Spam Police 🚓

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    Thanks a lot, Vaipa. That cleared it up nicely.
     
  9. Vaipa

    Vaipa Well-Known Member

    May 19, 2013
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    Game designer - Dream Builder Studios
  10. Truncana

    Truncana Well-Known Member

    Mar 18, 2013
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    Wow!!! This is what is called an update!!!
     
  11. Yeah, an epic update! The devs did us proud!
     
  12. zergslayer69

    zergslayer69 Well-Known Member

    Apr 21, 2010
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    And hopefully not the last! Looking forward to those content updates! (content as in story and such)
     
  13. Vaipa

    Vaipa Well-Known Member

    May 19, 2013
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    Game designer - Dream Builder Studios
    Story is definitely something that will happen. We just have to ease it in properly :)
     
  14. Truncana

    Truncana Well-Known Member

    Mar 18, 2013
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    Every news is better than previous!!! Great!!!
     
  15. Vaipa

    Vaipa Well-Known Member

    May 19, 2013
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    Game designer - Dream Builder Studios
    So, because we hardly ever sleep, we figured that it's good to show one of the improvements coming in version 1.3. Basically there will be a large graphics overhaul and the ships are going to look like this:

    [​IMG]

    (this is an early development screenshot, stuff may change, you know how it goes)

    For the tech-heads, we're switching our render to OpenGL 2.0, adding features like per-pixel lighting, specular and bump mapping. More to come :)
     
  16. Truncana

    Truncana Well-Known Member

    Mar 18, 2013
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    awesome!!!
     
  17. Exact-Psience

    Exact-Psience Well-Known Member

    Jan 12, 2012
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    The Work-At-Home Guy
    Philippines
    What's the deal with the XP and Cr booster? The bundle one... Are they permanent?
     
  18. Vaipa

    Vaipa Well-Known Member

    May 19, 2013
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    Game designer - Dream Builder Studios
    You can only have one powerup active during a mission. Some power-ups have multiple uses before 1 item is consumed. Multiple use powerups, can be used for several consecutive sorties.

    Normally, each powerup is used during 1 flight, but some power-ups are used once for let's say 3 flights.

    XP and CR boosters are powerups that give you more experience and respectively more credits if you use them. They are passive and you must select them from the powerups menu.

    All powerups with the exception of XP and CR boosters can be bought for very small sums of credits, and most players should be able to gain enough credits each flight to be able to affort a new powerup to be bought.

    XP and CR boosters are not available for in game credits, since they would be extremely exploitable (spend credits to gain more credits). Also, that's why they have their own separate booster pack. Some people just want to get boosters, so we have made that choice available to them.
     
  19. Exact-Psience

    Exact-Psience Well-Known Member

    Jan 12, 2012
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    The Work-At-Home Guy
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    That didnt really answer my question. What i want to know is, if i buy the xp booster, can i use that as my booster of choice for each game now? Or do i have to keep purchasing it like the other boosters?
     
  20. Vaipa

    Vaipa Well-Known Member

    May 19, 2013
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    Game designer - Dream Builder Studios
    If you buy the XP booster you get 4 XP boosters that can be used for 3 missions each, for a total of 12 missions. Same for the Cr booster. If you buy a Booster pack you get 4 Xp boosters and 4 Cr boosters usable for 24 missions. Be careful that if you use another booster while there are still uses left on your current booster you will lose the remaining uses.
     

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