Please login or register.

Login with username, password and session length
Advanced search  

News:

Planet Explorers Released!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Luminaire

Pages: [1] 2 3 ... 31
1
General Pathea Discussion / Re: Prospecting new player here[marked]
« on: February 23, 2017, 12:32:58 PM »
PE is still being worked on, yes. It's had some bumpy roads along the way, and ultimately the dev team did their best towards an ambition project that required more experience than the team was capable of taking on.

Reports are read and listened to, and bugs are worked on. It is still rough around the edges, but the developers do indeed care about the players along with the game, and making their best efforts towards making PE a more playable game. It is just very difficult when a vast number of those reviews are disgruntled people who rather than explaining what the issues are, they would prefer to just simply state it's an awful game, without giving any insight as to why, and what they'd like to see different.

Based on the reviews, ofcourse, mileage my vary whether or not it is worth the buy. Some people love it, while some people don't. I am assuming you are talking about steam, based on reviews, so if that's the case, there is a demo on the storepage you can try to see if the gameplay is something you might be interested in.

2
Planet Explorers Bugs / Re: iso guns [marked]
« on: February 16, 2017, 12:26:57 PM »
I'm having a difficult time figuring out what's being shown in these images aswell.. You mentioned rendering, but i'm still unable to see it... Could you explain it a bit more in detail?

3


2) Add the feature to rotate the blocks along the longitudinal axis (screenshot attached). This is a very enrich construction mode, and will allow to do buildings not as boxy as it is now. I know it's possible, because I saw mod for version 0.871 where the units can be rotated (specifically here is the link: http://steamcommunity.com/app/237870/discussions/0/34095131802292345/)

Thanks.
This was from a mod, as outlined by replies in the thread, but i'd also like to point out that the mod did not allow users to rotate blocks apart from the 90 degree grid that all blocks in PE are bound to. It only allowed one to place and rotate ISOs, which are not bound by that grid.

Unbinding building blocks from the grid would require quite a significant rewrite from how it all currently works, and at this stage, i'm not sure the devs would be able to do this.. Blocks in PE are an individual entity each, defined by an independent position, rather than a series of something to create a singular entity that can just simply sit in the world (like ISO's). It is an infrastructure design decision that may be too difficult to change at this point, via time, as well as ability to do so.

4
It certainly would put a use to having more than one trainer and trainee in office, aswell as eliminate all the extra micromanagement of organizing people.. Having to nitpick select each individual each time for each specific goal tends to consume a lot of extra time and attention.

If there was a type of UI adjustement to be able to simply choose a trainee, and select skills from a list of all the skills currently being offered by all the trainers, and have them swap out automatically, it would ease up on a lot of micromanagement time and player work.

5
In this fight, I didn't dodge all their attacks. Dodging to the side, and immidiately attacking them from behind, or the side, would buy you a few hits before they could hit you again, but that was provided you could keep yourself out of being dog-piled.. It took some running around, and you'd definately get hit from time to time. Sometimes, if i was in melee with one of them, i would just continue my combo while being hit myself by them, only retreating once another enemy got into range to attack me.

There isn't a way to really dodge all attacks. You will take damage, but it is possible to gain small advantages with positioning yourself, both around your current opponent, along with keeping yourself out in the open, away from all the others.. Hit the closest, dodge away, circle around, attack a straggler. Rinse and repeat, while healing, and it's doable.

6
Planet Explorers ISOs / Re: OK time for some real talk!
« on: February 05, 2017, 08:29:05 AM »


I only got to play with the skill tree once........... funny thing was it was in story mode............. don't know why they took it out?? 

They never added the skilltree to story mode. I'm not sure how you could have experienced this myself..


I havn't had time to read all of what you've written above, but I know a great portion of what i've read I couldn't disagree with.. A lot of the weirdness in the names, and stat differences is odd. I don't think so much the armor, as it lets people sort of pick and choose their favored looks without too much of a penalty, but the weapon damage (especially with the attack speed added in) is quite a bit off. I could never really find any use for the wooden sword either, and the iron tools/weapons overall seem to trump all until diamond.. They are even better than gold, due to the speed..

I do know that a lot of the stats we see now were added in along with new features, and a bit rushed.. I'm not sure there has been much time to write out tables and do all the math for balancing, atleast, that is how it feels to me.

I've not noticed the hair issue, but now that you've mentioned it, i'll need to take a glance at that when i get a chance..

7
I definately agree, in regards to this first mission and the ambushers..
I did this mission about a week ago, and while as an advanced player, it was actually enjoyable, spending 15 minutes reviving once, and using heals, I didn't have much of an issue with it. But that's from being an experienced player... Rolling, dodging, finding openings to attack. I did not have to lure them away, or place any turrets. It's doable, but likely only for experienced players, and that's just not good.

It -can- be enjoyable once you've gotten along, but for starters, that mission is simply way too much..

As for the spawning it, it would be nice to have them spawn in at a distance and then head towards you. I'm afraid if they spawned outside the area, and required you to travel to them, they may wander off, or get killed by other things.

8
Episode Two: The grenade that saved the village.

Biome Appropriate Missions
After loading up my game to continue my adventure, I realized I had made a mistake, and had not yet picked up any followers. I ran around the current town I was in looking for anyone willing and could not find anyone, so I fast-traveled back to the first town to complete some of the missions that i was given.

There it was that I realized the reason I had not completed those missions was because they required materials gathered from other biomes. This wasn't too much of an issue, as I had noted before that there was a seller who sold food along with plants. I sook out this seller and purchased the necessary plants to complete the mission, due to being in the Swamp biome, and those plants only being available in grassland and forest.

I turned these missions in, and was given a second mission from one of them, which is fine, except... oh dear...


Another mission that required me to hunt enemies located in the grasslands.
Luckily, I was still able to complete this mission due to the convenient spawning of enemies right at the base of the town upon accepting the mission.
(I don't believe these should spawn when missions are accepted. If enemies are meant to spawn in certain biomes, which they do, it should require the player to go hunting a bit. The mission seems a little pointless if the objectives are dropped ontop of the players head when they accept them.)
If missions could be appropriate to the biomes they were accepted in, it might also breath a little bit more life into them being present and meaningful.

Ammunition passing through enemies
After picking up two followers and continuing on my adventure, I came across a big mean crocadile that wanted to eat me and my new companions. I pulled out my handy dandy little wooden bow and strafed it's attacks while firing at it. One thing I noticed, was that if i was within melee range of the enemy, and fired a shot, the shot would pass through the enemy completely, doing no damage. I tried to get a screenshot of this, but my attempts failed, as i couldn't cordinate my timing of hitting the screenshot button with with my mouseclicks and strafing at the same time. ..

No resources at the time of death.
Title not very descriptive, I had run out of arrows fighting off crocodiles, so I went to chop down a tree to get more wood in order to craft more arrows. The moment I swung my axe for the final hit on the tree, so too did a croc on my head, and down both me and the tree went. Unfortunately, all that wood disappeared into the void, as the tree fell, but i was not given any wood from it. I once again, attempted to get a screenshot of my dying, along with the tree falling, but I missed the shot by a few seconds it seems.. I'm being very slow today :c

Paper thin Security
Now I understand why all towns are built on platforms. Because the colony security is so thin and lightweight, that any common beasty running into town would mess them up on an hourly basis. The town guards and general protection are lacking. Extremely lacking.
I think there should be a bit more armed protection than there is, considering how dangerous this world is.

These two crocodiles had a heck of a joyride, running around this town knocking down colonists, armorers and weaponsmiths who were zerging them with colony clothing, leather armor, and survivalist knifes. For twenty minutes all the citizens ate the dust (and drank swamp water), then got back up just to be knocked down again, slowly wittling away the two assailants hp before I ended the parade with a grenade. (to be fair, they killed one, and got the other one down to a decimal percentage of it's life left. It just seemed the right thing to do, as i had no more bullets, nor arrows)
My suggestion would be to better equip armorers and weaponsmiths, since they aren't able to be recruited and taken advant- er, share their equipment, aswell as have some unrecruitables be better geared to defend the town. Without the immortality that has somehow been procured on this world, I don't know how they would survive.

As for my own followers, I have opted to dismiss them for the time being. I have run out of revival shots, and do not have the resources at this moment to continue buying them. I'll return for them after building up a bit of supplies around this town before continuing to my designated waypoint for "Delayed Supplies".

9
Now that PE is nearing it's full bloom, I would like to take some time to truely overview the full experience of the Planet Explorers gameplay. This will only cover adventure mode, but it is mostly to make note of anything from bugs in mechanics, to even little things like minor inconveniences and nuisances. I thought I'd give my full rundown on how I feel about the experience, and hopefully insight some correction of some small annoyances that make the experience daunting for people. Whether it is a gamebreaking bug, or me simply stubbing my toe on the assembly core every time i try to run through my colony, I'll document as I go along. I do realize that it's possible that much of this may not be able to be corrected, or that, again, some of it may not be important enough to adjust, but I will document them regardless.

Picture perfect: Character and world Creation
To set the stage, I have begun an entirely new adventure game. I've started in the character creation screen, and have created my character. Rather than being decent though, I am standing in the editor in my underwear. What does someone have to do to get some clothes around here?

It would be nice to have some form of clothing in the creator, with a tickbox for hiding them to help with the modelling. But previews are a very nice thing to have. You can sometimes look a little different wearing outfits than you'd imagine, so unless you plan to run around the game in your underwear, it would be convenient to have some clothe previews. Maybe a few options to check through, or maybe even a few choices of starting clothing, rather than the default black outfit? Just a thought.. (I would also love to see some form of clothing options for the character selection on multiplayer. The naked characters standing there just feels somewhat unfinished and not cared enough for)

I have started my world with the settings below:

Skill Tree active.

Platform Towns
After starting my world, I entered the game in a small town a bit uplifted from the ground level... a bit.. The music is wonderful, and the atmosphere has this otherworldly feel to it. I love this biome..
But this town.. The first oddity that strikes me.


In PE, all towns are raised on these strange platforms. You can't seem to find a town that's gently nestled into the ground as if all people did was clear out a nice spot and start setting up buildings and settling in, like you'd expect. They are raised quite readily above the ground and in most cases are a downright pain just to get into, requiring you to circle the town until you find the large ramp, or exploit wall jumping until you reach the top.. This one, is in the middle of the water.

I am also quickly noticing that this is a lot of water.. So I am hoping that I did not receive less land then I was hoping for, but we'll make do with what we're given, and see where this goes.

Buildmode key inconvenience
After taking this screenshot above from Free look mode, i pressed the B button again to exit build mode and continue on my way. But much to my unexpectation, it didn't exit build mode. I'm required to first exit free look, by pressing F again, and -then- press B again to exit buildmode. Perhaps B should exit buildmode immidiately from free look. I can imagine this might be a problem if i'm building my temple and i come under attack.

***
Mission Location placement
I have accepted the first couple of missions from the townspeople. I was given the starting scripts which range from most all the essentials I can think of. I wasn't given a food script, but atleast the merchant here is selling food, so that shouldn't be too much of an issue. But..


This might be.. This individual has asked me to hunt in the middle of a swampy ocean, but first I need to place turrets.. under water? Can I even do that? We're about to find out.
Yes, yes I can.



***
Swimming Camera
Swimming through this water, i noticed something a bit discomfortable, and that is that it was difficult to keep myself both on the surface, and the camera not under water. Since the direction you swim seems to be based off your camera (atleast in my current controls, maybe? My curser is unlocked), if I had my camera above water, my character would swim down. If i tried to correct their angle, my camera would end up under water. It took a little working, but through some camera placing along with the spacebar button, i did manage to level it to a point I could swim across the water surface without issue.

***
Inconsistent plant harvesting box
This is a rather weird one... I have begun harvesting plants, and i've noticed that the icon appearing over the plant to harvest seems very iffy. Sometimes, it appears quite easily, and remains for a large coverage area of me moving around the mouse. no problem there. But if I change direction/position of my character, or even JUSt the camera angle, the same plant may become unclickable, even though the distance I am from it has not increased/decreased. The way I am facing does not seem to be the deciding factor either. The harvesting icon sometimes appears while i'm facing away from the plant, and sometimes is not there while i'm facing it. Distance from the plant, again, doesn't seem to have any impact on whether or not the curser picks it up.
I have experimented a little with trying to get this pick up icon to appear on the same plant. For the most part, it seems there, but it's very inconsistent, and sometimes there is absolutely nowhere I can place my curser for the pick up icon to appear. It is as if the plant is not even there. Camera location or character position/location, or both. Something that shouldn't is interfereing with the ability to get that curser to appear.

***
My first dungeon, totally not prepared! (but that's ok)
I began my first journey, setting out, away from the town I spawned in. Luckily, there is indeed land in this world. How much, I'm not quite sure yet, but atleast enough for me to enjoy the scenery, and that, I certainly did.

There was even a solo bird that fluttered high in the sky in the distance, across the road, adding to the marvel, a little ways past this. Unfortunately I did not get a screenshot of this..
Along my travel though, I noticed a dungeon off to the side, barely still on land, next to the water. I approached to see what level it was, and much to my glee, it was a level 2. One of those rocky cave dungeons.
I entered the dungeon, well knowing that I couldn't really fight my way through, but I had to see how efficient i could be with my little wooden sword and shield. The enemies unfortunately were a bit too strong, in that i did not manage to lower their hp bars by much before one of them smacked me, reducing my hp to roughly 40%. Owch. Also, my footsteps sound like i'm running on stage props.
Instead of fighting, I decided to run through and grab whatever loot I could. I didn't get a whole lot, but at the end, after looting the final container, I ended up with cortical shoes, and a few bedroom pieces. Not bad for doing nothing. But then ah, how do I exit? This wall infront of me doesn't seem to be working... Oh.. I need to travel up that side rock that looks like a piece of the surrounding wall, leading to what doesn't really look like much of an exit either >.< (No, i didn't manage to cheap an ISO this time)

***
Toe stubs: Sticky terrain collision
Ah, a dreaded issue i've hated for so long, and was sure It would not be long before I would experience, and not long indeed.
I started my first mining expedition against a mountain side, to start off my building material collection with stone and marble. I dug a small  wide hole, that was very short. Only a few feet deep, and went to jump out of it when i wanted to move on. (I didn't mine a whole lot.)
But as I did, i ran up to the edge of the hole, and attempted to jump onto the upper ledge. Instead, i played the animation to jump, and moved about a couple inches upwards before colliding into the terrain with my knee, which stopped me in my tracks completely. Further attempts to jump yielded no results. I had to back up, and attempt the jump again, away from the terrain.


.. Why can do this?


Collisions in PE are just too sticky.. I understand that people do not want to slide on staircases, and slight hillsides while they are trying to cut trees, but surely you can find some sort of medium ground to make this work better. It is a wide issue, not just with terrain, but objects in general too. Running through your colony, you run into corners of your blocks, or edges of machines. The colony assembly core is a nightmare. Trees, plants, and even wildlife have a very strong sticky collision feel to them that is really breaking and unsmooth. It is a very uncomfortable feel.

***
I've come to my next town, and after defeating the secret hideout mischief makers, I'll need to pause my journey here for the time being. But I would like to close for now by saying that PE does seem to have a lot of little potential quality of life adjustments, that I think if polished up a little, would improve player comfort with PE. There are bits here and there that make the game feel a little clunky, aswell as minor inconveniences that tend to add up quickly. I only spent about 3 hours writing this up as I was playing, and did not honestly do a whole lot, but all the above are little things that I ran into in that time. It feels like every activity I participated in, there was at least something that didn't go smoothly.

I adore you developers, and recognize how difficult it's been. Even if PE doesn't become a perfectly smooth gameplay experience, I'm hoping that with your future projects, you can take quite a bit with you from all this, and do even better. Definitely think about some of these things for PE2. Not just features, but the little things as well.

To be continued..

10
Planet Explorers General Discussion / Re: PE Changelog (A0.88+)
« on: January 10, 2017, 04:19:09 AM »
V1.0.6
1/09/17

Changelist:
Fixed 10 crashes
Tweaked the maximum attack range for ISO swords
Fixed no ammo consumption for the follower's second inventory
Fixed NPC skill disappearing when reload save file after fast travel
Fixed the durability data in build system inconsistent with the data after the export
Fixed ISO turret and ISO cannon not working after being attacked by monsters
Fixed repair machine stop counting after fast traveling in story mode
Fixed training station not working
Fixed Mac player not able to log in multiplayer
Fixed no firing sound for the natives
Tweaked the dps of ISO weapons
Optimized Chen's background music (doesn't repeat as much)
Optimized mobile phone UI
Optimized the workshop download/upload interface in multiplayer
Optimized the interface after pressing ESC
Added a new side quest for Chen (to enable music for player)
Added the music player in game, can open Ogg, Wav, Flac, and Mp3 from local file, available in the phone
Added save function for Phone UI
Added UI save function when riding with a vehicle
Added UI save function in build mode
Added the consumption for fertilizer sprayer and manure sprayer in multiplayer

11
Protoform General Discussion / Re: Video Devlog 01
« on: December 31, 2016, 01:08:35 AM »
Thankyou Xu! It's nice to hear from you.

One thing I wanted to second, was Malus' statement here:
However, the biggest trick here is that is the difficulty fun and challenging, or just aggrevating?   

Hearing this "People died 80 times" actually sort of worries me. Challenges in puzzles games can take many forms, but there are two major types that come to mind. Ones that make you have to stop and look around, and have to think about what you're supposed to do. And then there's the aggravating ones that require precision timing and rely too much on player control, rather than wit.

Will it be more like Portal, which is what I'd consider the first one, or will it be more like the old metal gear games?

Maybe the demo would answer this question best though. I'm looking foward to seeing it :)

12
Protoform General Discussion / Re: Video Devlog 01
« on: December 29, 2016, 09:41:41 PM »
This made my day. I love you guys ^_^

13
Protoform General Discussion / Re: New Game - Protoform
« on: December 29, 2016, 08:29:10 PM »
The protagonist looks pretty adorable in some of the character art.   I can't wait to try this game out in demo

I thought the same thing! She is adorable, and i'd love to learn this story.
"finding her true self in this strange world" Oh, doesn't this feel so familiar.

14
You don't need a factory replicator in order to start your colony, but the point does still stand... It's very difficult to goal for things you're looking for. Relying strictly on luck to obtain the things you need is a very harsh layout for these things, and the chaos makes it impossible to plan.. The game ends up dragging you along in the direction of it's choosing, rather than you choosing which way to progress...

I think this is something that's very important that needs to be addressed. Make it easier for the players to predict what they will be getting. Whether that be biome, dungeon levels, town levels, or random container loot drops. The world resources like plants and trees are divided into biomes, so players know that if they are looking for a certain ingredient, whether it be from plants or trees, they can head out somewhere specific to obtain them. This isn't the case with scripts. They are just too randomized and difficult to locate.

15
Planet Explorers General Discussion / Re: PE Changelog (A0.88+)
« on: December 15, 2016, 03:17:16 AM »
V1.0.5
12/14/16

Changelist:
Fixed some crash bugs
Fixed font errors in message box
Fixed no sound for reloading and shooting when using ISO gun
Fixed the range of turrets when enemy players attack from out of range
Fixed repeated conversation in the tutorial
Fixed followers getting too many items when collecting
Fixed missing sentences for Andy
Fixed mission cannot be completed when attacking opposed camp in multiplayer
Fixed the ambush mission not triggering after Todd dies in multiplayer
Fixed the repair machine not working properly
Fixed reloading sound and firing sound not synchronizing with the animation in multiplayer
Fixed some missions not completing after a server restart in multiplayer adventure
Fixed the colony icon of the opposed camp being seen sometimes
Fixed NPC disappearing in colony
Fixed GRV ships mission cannot be completed in multiplayer
Fixed skill level of followers
Tweaked sound logic when in third person
Added the great sword and dagger to the creation system
Added 6 language fonts in game (including Russain, French, Spanish, Italian, Germany, and Portuguese. The translation in these language will function well in game)
Added background music for Chen
Added particle cannon script being sold by Percy Malik

Pages: [1] 2 3 ... 31