MissDjax wrote:
I pretty much agree with the points stated by Kiro.
I may add a few:
1) Make the thrown Grenades maybe slightly bigger or brighter. Often I die eventhough I didn't see them come.
2) Make the content of the boxes, or the Grenades you can pick up more visible, those are barely bigger than a couple of pixels, at least it feels like it :p
The autopick up radius should be increased as well, it pretty hard sometimes in battles to move exactly on a grenade you want to pick up. Are the weapons in the boxes visible at all? I often just pick it up randomly, without knowing what weapon it is.
3) You should add more than 8 directions to make the soldat turning more fluid.
4) adding a yellow arrow to show the direction you have to move to get to the yellow area, your next objective. Opening the map every time can be annoying.
5) Possibility to map more than 3 mouse buttons? (I mapped my 2 thumb buttons with an external software knife/HG but an ingame possibility would be nice).
6) adding something like a dropdown console like in Quake and many games nowaday. Or at least a button to see the chat history. Sometimes you see a chat bubble of someone on your scree and he leaves the screen boundaries just after that before you could read it.
7) Maybe slightly brighter maps, especially in the woods. In summer, when the sun is shining I don't think it's playable but well.. who plays computergames in summer :p
Few other ideas which haven't a high priority for now:
- Chat: possibility to chat when you are in the menu, which connects you to the IRC chan (cf. Frozen Synapse)
- Website: adding a Favicon for the website. I have usually 20+ tabs opened and it would be nice to easily recognize which one is RWR

- Design: launching a community icon contest for the game. No offense but your RWR game icon isn't a masterpiece

- Level Design: Adding some Lampposts in the levels would be cool
- weapon: Sniper rifle (100% accuracy, only shoots while proning and quite long reloading time)
Great work so far, can't wait for more.
I haven't specifically noticed the problem with 1 myself with thrown grenades. I know cases where it takes me by surprise, e.g. an enemy is about to throw a grenade but gets killed before it, effectively dropping the activated grenade which happens to explode when I approach it.
I agree with 2 about the pick up radius. Weapons popping out of boxes are visible also when they hit the ground, but they tend to lie on the ground in random orientations, possibly halfway into the ground. This is something I indeed should fix. Still, as everything in the game is pretty small due to the top-down long range view, it can be difficult to distinguish different weapons from each other; for this reason you can use the mouse cursor to inspect the object.
About 3 I don't really know. You can't really input more than 8 directions with keyboard unless up/down keys would be used to go forward/backward and left/right for strafing and e.g. mouse to determine look at target, so pretty much the only thing that can be made to the current way of moving is to make the turning more smooth=less reactive to input. While I have thought about implementing it one day to try if it can be made to fit, I've decided to do other things first as the motion feels pretty good as it is already.
4 I can see possible.
For 5, I'm sure it's possible to do.
6 is something I'm sure will be done at some point. Currently I don't have a UI control with scrolling features.
7: I'm tweaking with the colors every now and then.