Yeah i know im just saying that they should realease it as soon as they can for the good of everybody
I disagree, it should be as refined as possible to avoid negative reception from customers and killing it.
So does toonuva have a chosen release date yet? Or are we still waiting........ Not rushing but I can't wait for this great game good job guys
Wouldn't it be great if new(-ish) posters would refer to the first post on this thread (updated as new information is released to us..) before asking questions that have no doubt been asked before? (Maybe a F.A.Q page on your website toonava people?) This isn't aimed at anyone in particular (sorry) but it does get slightly grating reading the same questions repeated times!! Anyway the game is looking great and I eagerly await developments!
Dev Update: World Design Inspiration Hey y'all! For those of you interested, the Great Sand Dune national park in Colorado is our world design inspiration. The three layers are fantastic and provide lots of variety and difference in kind/scale- three layer (oases, sand dunes, mtns). This base 3 layer terrain is what our target is for tomorrow- combining the sand dunes we've already done as well that you've seen. image source - denver post Anyways, Clay's finishing up the first person experience, and I've got to say, it's pretty exciting- responsive yet very fluid and cinematic feel throughout movement and melee animations. -Daniel
How is the total surround sound awareness/immersion in this game? (Not sure if that is a real term :/) what I mean is that if something is behind you, You can hear it behind you though your headphones. A player should be able to know what Their surroundings are by sound and it would be very beneficial to the survival immersion experience.
Best Practices in FPS Touch Hey everyone! I've being playing a good deal of Deus Ex : The Fall before bed to get a good idea for whats good and not so good with fps gameplay and touch controls. Any thoughts? What you like and don't like with fps touch? I know some people just don't like fps on touch but with a little practice Deus ex has turned out to be a lot of fun- though the touch controls fall part with too many enemies that take too many hits to go down. -Daniel
Well 3 games things come to mind when I think about good fps controls. Modern combat 4 and dead trigger has great fps customizable controls. Allowing users to adjust sensitivity, control button size, and HUD opacity. Along with option to use gyroscopic controls (which are hard to use at first, but at the hands of a pro it is extremely smooth) But what both of those games lack is an ingame menu. Whereas games like minecraft offer one of the best ingame crafting/menus option but has mediocre controls for everything else. But I do like the ideal that in minecraft pe users can select blocks/objects anywhere on screen instead of only able to use objects on the direct centers like fps's. Conclusion: switch between able to select any object on screen instead of center when not using weapons, But during weapon mode, make the controls lock to the center of the screen like a fps. (I'm not sure if anything that I just said makes sense on paper :/ )
Do you guys plan on having a dues ex style contol scheme and the normal non tap to cover kind, or just one style?
I understand What you are saying 3xploit, as I play MCPE. Whenever I switch to a bow, instead of being able to click anywhere on the screen, I now have a crosshair in the center to aim. One thing, I just want to look out for some gamers around, is a left handed control scheme. It might not seem like a big thing, but there are some lefties out there. I just looked it up and it says 10% of the world uses their left hand? Not sure how accurate that is but that is 1 in 10 sales the would have to use a right hand control, while being a lefty. Hope that makes sense. As a whole, this is an amazing project with Amazing potential with a community like this.
MCPE has good menus, and manageable controls. I wouldn't look to deus x for inspiration Dead trigger and shadowgun: dead zone are good examples. Really just make them customizable, that way nobody can complain.
Yea no offense but I wouldn't look at the controls of deus-ex for inspiration....they are just awkward
The best controls I've seen on a game was spiral episode one. Now I know it's not quite a FPS but it was incredible what they did with those controls. I feel gameloft also got it right with there standard controls on there FPS. Also dead space was a home run in the control department. Basically any method could work they just need to be RESPONSIVE!!
Yes give us 'fully' customizable controls aka ppssspl emulator,I would suggest you check out what they have done with them.Opacity,Size and senstivity should all be customizable for analog stick and camera both.No one will have a problem with it that way.
Agreed. I don't know if that would take a lot of time, but that would be the best. Also make sure to have controller support!
Not at all if I remember correctly we didn't have customizable controls till version 0.9.6,The dev henrik then added them in a build next day just because someone asked for it in the forums.They worked pretty much perfectly even then. Also a good solid framerate of 60fps on latest device s and atleast 30fps+ on older devices is very important for overall fluidity and solidness of the game.Anybody who thinks that framerate is unimportant should play borderlands on vita and then killzone on the very same device.
dev update: building the world with biomes A little behind the scenes on a rainy New England afternoon.