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 Post subject: Few suggestions
PostPosted: Wed Jan 04, 2012 2:01 am 
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Joined: Wed Jan 04, 2012 1:46 am
Posts: 4
Hi

Here's a few suggestions !

1) Pushing backspace continuously should delete multiple letters, right now we have to press it for each letter.
2) Arrows and circles indicating players in multiplayer should be brighter, and the arrows bigger
3) Moving crouching and shoting at the same time. Why can't we do it ? Is it too unrealistic ?
4) Various keyboard keys don't work : numbers, parentheses...
5) Squad members should be shown on the map
6) Put a link to the IRC channel on the main website :)
7) Add quick emoticones and phrases (yes, I stole this idea from King Arthur's Gold) ; for exemple pushing 1 would show a smile, 2 a sad face ; while pressing C would open a context menu where we could pick quick phrases like "Attack east", etc.

That's it. Keep up the good work, your game is great and will become awesome :D


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 Post subject: Re: Few suggestions
PostPosted: Wed Jan 04, 2012 8:39 am 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Kiro wrote:
Hi

Here's a few suggestions !

1) Pushing backspace continuously should delete multiple letters, right now we have to press it for each letter.
2) Arrows and circles indicating players in multiplayer should be brighter, and the arrows bigger
3) Moving crouching and shoting at the same time. Why can't we do it ? Is it too unrealistic ?
4) Various keyboard keys don't work : numbers, parentheses...
5) Squad members should be shown on the map
6) Put a link to the IRC channel on the main website :)
7) Add quick emoticones and phrases (yes, I stole this idea from King Arthur's Gold) ; for exemple pushing 1 would show a smile, 2 a sad face ; while pressing C would open a context menu where we could pick quick phrases like "Attack east", etc.

That's it. Keep up the good work, your game is great and will become awesome :D


Thanks, I gathered most of these already from the game session we had the other night, but good to get them visible here too :)

As soon as I've finished with the screenshot/video material IndieDB requires, I'll fix some of these, mainly 1, 2 and 4.

The limitation of crouching and shooting still only (3) is there to give a disadvantage of becoming an easier non-moving target with the advantage of shooting more accurately. Basically, I think moving while crouching and shooting could be allowed if the accuracy on such occasion would be made horrible.

I think individual squad members in the map (5) wouldn't show up very well as the map is so zoomed out. Squad members are usually close to you, unless they are stuck somewhere nearby. I think adding those grey markers on the ground for them would help identifying who's yours and who's not. Also note that the number of squad soldiers that is at the right bottom corner of the HUD does only indicate the capacity/preference (can be controlled by page up/down) you currently have for squad size, not the actual amount of soldiers that you have currently following you. I've been intending to add it as X/Y, but haven't got to it yet.

I agree about 6, #RWR is a pretty good place to get some multiplayer games going, at certain time of day at least. Almost had one yesterday, but Monsteri bailed out :mrgreen: I'll add something about the channel on the website.


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 Post subject: Re: Few suggestions
PostPosted: Wed Jan 04, 2012 10:00 am 
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Joined: Tue Jan 03, 2012 9:58 am
Posts: 1662
Location: Western Europe
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 :D
- 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.


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 Post subject: Re: Few suggestions
PostPosted: Wed Jan 04, 2012 11:45 am 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
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 :D
- 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.


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