Renzatic on 19/3/2015 at 06:13
The thumb does need to be fattened up again. I could do that pretty quick tomorrow. The fingers, though, are the right thickness, they're just too long. It doesn't look like it at first glance, but if you look at the distance between the creases on your own fingers, and compare them to what I've got above, you'll see they're spaced out far too long. That's what makes it look freaky.
I built this by looking at my hand. I'd have to stretch out my fingers by about a 3rd of an inch to match that.
Sulphur on 19/3/2015 at 06:13
Quote Posted by henke
I think the length of it is fine but it needs to be thicker.
I hear that's what Duck says all the time as well, Renz.
Renzatic on 19/3/2015 at 06:14
Duck needs to shut the hell up! If he's got complaints, he can say them to my face! :mad:
henke on 19/3/2015 at 20:44
The tutorial made most of it clear, and the interface is very slick! I died pretty fast in the first proper level though. Not clear about whether I need to nock the second guy's javelins, and can he attack melee? Also not really clear on how far you can move a unit during a turn.
Pyrian on 19/3/2015 at 21:04
Thanks for trying it out, henke!
Quote Posted by henke
The tutorial made most of it clear, and the interface is very slick!
Thank you! :cheeky:
Quote Posted by henke
I died pretty fast in the first proper level though.
Not as fast as I died in Stilt Fella. ;) Difficulty always seems to be an issue for me. I feel like making a tactical game where you can just click "attack" and win is missing the point and the fun.
Things to know that will help with the second level: The WoodKern is faster than any of the enemies if he's just moving, so he can kite really easily. Nobody can dodge while in mud or water. The javelins destroy the shields, which are basically the only protection the enemy's have against arrows or while in the mud/water.
BTW, you can "navigate" the levels by pressing "n" for next or "p" for previous (doesn't work in the opening box, though).
Quote Posted by henke
Not clear about whether I need to nock the second guy's javelins, and can he attack melee?
He carries three javelins and a short spear in hand. So, he can throw three javelins before needing to reload - but he's only got three more stowed. (At some point he'll have the ability to pick up thrown javelins, but I haven't coded that yet.) He can attack in melee without having to switch weapons, but he only has one attack. Very much a skirmisher.
Quote Posted by henke
Also not really clear on how far you can move a unit during a turn.
Hmm, yes. Adding an X-Com/Shadowrun style coloring of how far you can go is on my to-do list and maybe should get moved up in priority. Right now you can tell how far your first order will take you by the color of the footprint path, so you can drag that around to get a look.
Normal move is 5 per round which is 10 total per turn if you go all-out. The WoodKern gets 6/12. You move half speed if you nock an arrow, change weapons, or use an additional defense (the order buttons not mentioned in the tutorial). Most terrain will slow you down, however; low bushes or gravel cost 1.5 move, most other things cost 2.
Yakoob on 20/3/2015 at 00:06
Just gave it a quick play and it's pretty neat for a first playable, feels well thought out!
The thing it desparately need (that you are probably aware of) is user feedback. Like when I click on "attack" I need to select a target, but nothing inidcates that. Likewise, it wasn't clear that if I move more than 2 squares it rolls-over to next 2-step cycle. I also did not realize that I had to equip a sword before I could use it, thus wasting a turn. Also range indicators, button tooltips, hit chance indicators, damage numbers , "DODDGED" message (is that the Foot icon? ), etc. The combat feels a bit too fast without knowing what is going on.
But, as I said, you probably know all this, but those were the first few things that jumped at me.
(also I accidentally closed the tutorial and didnt know how to bring it back up, so probably why I missed out on all that).
EDIT: yea going thorough tutorial now so it explains more stuff, but the indicators are still a must. another confusing thing is being able to move even when you already queued up 2 actions, but it doesnt show up in the action list. I get the underlying logic (either Move-As-Action by a lot, or Move-Not-As-Action for a little) but it can be confusing to less strategy-inclined players.
and range indicators for attack/movement would also be nice.
EDIT2: I do love how fighting dodging actually makes yours unit move on the grid, don't think i've seen any TBS do that before :)
Fafhrd on 20/3/2015 at 02:09
Since I'm deep in the re-topology mines on (
https://flic.kr/p/rnEaCV) this guy, I decided to take a break to try my own hand at sculpting a hand.
Result:
[video=youtube;0-X6ulIxDCU]https://www.youtube.com/watch?v=0-X6ulIxDCU[/video]
Renzatic on 20/3/2015 at 05:53
That's awesome. It's cool that you're using about the same techniques I am, just about 15 times faster. Watching a video of me sculpting, even if it were sped up considerably, would be about incredibly boring. I tend to poke, prod, do, and redo a lot before I finally commit to something.
Though that thing you were doing at the very beginning when you were banging out your base shape. What is that? I gotta know.
Pyrian on 20/3/2015 at 06:25
Quote Posted by Yakoob
Just gave it a quick play and it's pretty neat for a first playable, feels well thought out!
Thanks for checking it out! :D I appreciate the feedback.
Quote Posted by Yakoob
(also I accidentally closed the tutorial and didnt know how to bring it back up, so probably why I missed out on all that).
Ah, yes. That could really use a confirmation dialog box, at least, and the lack of a main menu means that it isn't obvious how to restart (just press 'r', lol - someday someone's going to try to use that as a shortcut key to "reload" and get really pissed at me).
Quote Posted by Yakoob
Like when I click on "attack" I need to select a target, but nothing inidcates that.
It's allowed, but you don't really have to; they'll just attack the closest visible enemy if you don't.
Quote Posted by Yakoob
Also range indicators, button tooltips...
Definitely on the to-do list.
Quote Posted by Yakoob
...hit chance indicators...
Everything hits. I was originally planning to make everything have a chance of failing, however small, but I'm increasingly thinking that the game is fine without much RNG going on (pretty much just dodge direction and some AI decisions).
Quote Posted by Yakoob
The combat feels a bit too fast without knowing what is going on.
True. Especially when a real brawl breaks out. I always have to refer to the Turn History afterwards, lol.
Quote Posted by Yakoob
another confusing thing is being able to move even when you already queued up 2 actions, but it doesnt show up in the action list. I get the underlying logic (either Move-As-Action by a lot, or Move-Not-As-Action for a little) but it can be confusing to less strategy-inclined players.
If you have any suggestions, I'm all ears, because honestly this part drives me nuts too, but I'm not sure what to
do about it. I mean, if you start by setting a destination, it makes perfect sense for a move order to get added to your queue, right? And if you cancel that move, the destination gets canceled with it. But I always want to set a destination and then use it for half-move actions, which annoyingly means I end up creating the move, then the reload/defense order, then go back and cancel the move. Bleah.
I
do think that adding the movement range indicators will inherently help clarify things like the orders which allow half moves. You'll be able to see that right away.
Quote Posted by Yakoob
EDIT2: I do love how fighting dodging actually makes yours unit move on the grid, don't think i've seen any TBS do that before :)
A little chaos makes everything more fun. :cheeky: Thanks again for playing!