Author Topic: ARMS RACE v0.6.1 / v0.6.2  (Read 4052 times)

Quady14

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Re: ARMS RACE v0.6.1
« Reply #15 on: February 16, 2014, 02:18:09 PM »
I have an Intro to Programming class Doom, I've been using Visual Studio.
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Coby

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Re: ARMS RACE v0.6.1 / v0.6.2
« Reply #16 on: February 16, 2014, 03:40:44 PM »
Links sent to those who requested.


I've updated the main post, as we went ahead and enabled the Beastkeeper.


Survival guide needs reworked, but in the mean time, here's a basic breakdown of controls.


Gamepad
Left Analog Stick / DPAD - Movement
Left Face Button [Square/X] - Attack
Top Face Button [Triangle/Y] - Defend
Right Face Button [Circle/B] - Equip Item*
Bottom Face Button [X/A] - Interact
Left Bumper - Inventory Selector Left
Right Bumper - Inventory Selector Right
Left Trigger - Equip Item*
Right Trigger - Throw / Discard Inventory
Down on Right Analog Stick - Equip Item*


*Equip item is currently mapped differently depending on controller and OS due to some funky issues. So on some controllers, it is pressing down on the right analog stick, on others, the left trigger, and on even others, the Right Face Button. We will streamline this soon once we figure out some issues with gamepad mapping.


Keyboard
WASD - movement
Up Arrow - Attack
Left Arrow - Defend
Down Arrow - Interact
Q - Inventory Selector Left
E - Inventory Selector Right
F - Equip Weapon
Space - Throw / Discard Inventory


To shield dash, double tap Defend. Shield dodge / backdash is not currently usable.

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Vasae

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Re: ARMS RACE v0.6.1 / v0.6.2
« Reply #17 on: February 16, 2014, 04:02:08 PM »
Edit: Nevermind doesn't appear to be happening now.
« Last Edit: February 16, 2014, 04:26:13 PM by Coby »

Coby

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Re: ARMS RACE v0.6.1 / v0.6.2
« Reply #18 on: February 16, 2014, 04:26:45 PM »
What was the psuedo-issue if you don't mind me asking?

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Vasae

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Re: ARMS RACE v0.6.1 / v0.6.2
« Reply #19 on: February 16, 2014, 04:35:02 PM »
Oh, the game crashed going down to the second floor on the first boot up. I ran some tests and it seems to have been a one off. I'll do another post if I see it happen again though.

Coby

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Re: ARMS RACE v0.6.1 / v0.6.2
« Reply #20 on: February 16, 2014, 04:36:46 PM »
Damn. There are a few rooms throughout that do indeed crash the game. I was hoping we found them all, but apparently not :(


The good thing is, all of those rooms are getting vaporized so it will at least be fixed moving forward :D

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Vasae

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Re: ARMS RACE v0.6.1 / v0.6.2
« Reply #21 on: February 16, 2014, 04:39:51 PM »
Game still running pretty stable and the frame hit with lights seems way reduced. The loading times are also near instant as well so that's awesome. I went back and played some 0.4.2 just for some comparison for myself and it's night and day. Last thing before I get to testing things out. BEAST KEEPER!! She's awesome.

Doomspeaker

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Re: ARMS RACE v0.6.1 / v0.6.2
« Reply #22 on: February 16, 2014, 05:45:22 PM »
Beastkeeper is cute.

Vasae

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Re: ARMS RACE v0.6.1 / v0.6.2
« Reply #23 on: February 16, 2014, 06:35:32 PM »
Once again you guys out do yourself, this build is as always better by leaps and bounds than the last. The new animations, a few new enemies and traps are starting to really flesh out the game and makes me even more excited to see how things are going to go from here on. I'll hit on the major changes below.

Ghost: The Ghost Animation is great though it seems you've ramped up their shot speed again? They were pretty lethal in the last build and make a very good "Oh S$%@" enemy though their increased attack speed makes them harder than the last build. They're pretty formidable all around, really enjoy them since they change your tactics so much.

Skeekers: These are really awesome enemies and being new adds a whole new level of entertainment in figuring out how they behave. A part of me would like to see them prioritize them pushing other enemies/players into dangerous traps.

Doom Puck: I don't know what these things are called, I don't know where they've come from and I don't know what they want. They can't be reasoned with, they can't be negotiated with. They're merely engines of destruction waiting for the slightest tap to send them flying through the room like a possessed blender. Makes back tracking more terrifying and while they do little damage themselves they like to toss enemies at you or disrupt your attacks. Easily one of my favorite inclusions.

Turrets: Glad to see these back though they seem to fire at strange angles.

Spiders: Their health has been downgraded but they're faster than ever. Great changes over all, they feel spot on. Having seen people outside the forums cover Delver's Drop in various builds they've been a sticking point for being "Over Powered". I think any such claims will disintegrate now. The speed still makes them a dangerous enemy but they're much more fair in their jumping and their lower health makes them less of a concern once they've jumped once.

Weapons overall are awesome, love being able to change my attack style and the charges makes certain weapons (looking at you wands) more balanced in overall play. Weapon Damage is a bit low for a wide swathe of weapons but that may be intentional since you can find fairly potent weapons later on such as the sabre or the doubleblade. It's a good test to show how the weapon system will run and promises really awesome things in the future when the entire weapon system is in. The Baffledraught for the Sorcerer still has problems with firing next to walls but I recall you guys saying that ranged weapons weren't finished for this build, it's damage seems fairly low as well but it's a sample size of one so I can't really fairly compare it.

Knockback has been greatly reduced unless you're charging and that's really nice. Not having to run after enemies to kill them is a great change of pace and now that charging actually does something it's a lot of fun to use outside just delaying/preparing an attack. However the Recoil that most/all weapons have seems really high, causing a somewhat reversed situation with Knockback. Instead of chasing enemies down you have to run forward over and over and coupled with the low damage it takes a lot of time to murder bats/rats, not to mention ghosts and candle wraiths. I like Recoil, I'd like to make that as transparent as possible, but at the moment it feels a little high. That's probably the only issue I've got with the build over all. Shield Dashing doing damage is great as is the interact button. Being able to move items is wonderful, a great inclusion to the game that should open up all sorts of puzzles. Lighting related Frame Drop is also fixed which is great.

On to the elephant in the room for the end here. The Beast Keeper. Awesome you guys got her into this build, she was a pleasant and much appreciated surprise. She handles well, a bit like the Gladiator and the Whip type weapon in so much fun to use. Clearing rooms with a few well timed swipes is potent as all get out. Good health though the lowest shield count of any of the current Delvers. Not to mention the animations for her are great and the new art for her is wonderful. Much like the other Delvers she stands out from the enemies and The Drop, especially since she's so much more brightly colored.


All in all, awesome build guys. Keep up the good work!!

Vasae

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Re: ARMS RACE v0.6.1 / v0.6.2
« Reply #24 on: February 16, 2014, 07:52:04 PM »
Damn. There are a few rooms throughout that do indeed crash the game. I was hoping we found them all, but apparently not :(


The good thing is, all of those rooms are getting vaporized so it will at least be fixed moving forward :D

Just doing an update, getting crashes intermittent. It's not every floor but it seems the rooms that crash spawn often. I've made it through three or four full runs in 2 hours but the rest crash, usually at Floor 4.

Coby

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Re: ARMS RACE v0.6.1 / v0.6.2
« Reply #25 on: February 17, 2014, 07:06:46 PM »
OK, we found some more rooms that have unsupported stuff in them, so yes, there are definitively some rooms which will crash the room on entry in v0.6.2. Apologies for that.


Another thing to note: although our gamepad library is filtering USB devices and only attempting to communicate with joysticks and gamepads, some other USB devices are being caught. This can lead to some strange behavior. For instance, when Nathen was playing today, the character just walked straight left on its own. We eventually discovered that his web camera was registering as a gamepad, and obviously the axis data coming out of it was non-sense. I will try to add some extra code which detects such strange anomalies for future builds.

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Quady14

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Re: ARMS RACE v0.6.1 / v0.6.2
« Reply #26 on: February 17, 2014, 08:18:40 PM »
Hey, sorry I haven't weighed in on the new build yet, but suffice to say I've really enjoyed all the new featured that made it in so far. The Beastkeeper's a nice new addition, and I feel she's a pretty nice medium between the Rogue and Gladiator (more towards the Rogue, but you get my meaning). The whip's wide arc is very nice, and its speed helps with making each swipe a little more strategic, the dead angle on it got me out of some sticky situations already, so it's a winner in my book. :)

I'm loving that we can grasp objects and shift/throw them around now. This'll probably make certain types of puzzles a lot easier to manipulate down the road, and I look forward to seeing all the fun interactions we'll end up getting by throwing pots and braziers into groups of enemies. Back when these were just ideas being talked about in the early weeks of the forum, I was really excited for the dynamics of a weaponless run, and seeing this even in an early form is really exciting. When I get some free time I need to attempt some unarmed runs and post them on here for laughs. XD

Otherwise, saw the Skeekers and Hockey Pucks of death, and love the idea of both. SO nice to see a fresh new enemy inhabiting the Drop, and I look forward to more. All the weapon types that have been introduced are pretty neat, the only thing I'd say at this point is that it's a little distracting checking how many uses I have left on an item because the number indicator on it is so small. I wouldn't say blow up the text size at all, but maybe add a more visual tell if the weapon is weakened, maybe if it blinked red on your character when it only had 3-5 uses left, or the background on your equipped weapon bubble turned from green to yellow to red, even just the number text turning red, just anything to that effect would serve as a nice warning that the weapon is about to break.

Anyways, glad to have a new build to check out now! I really don't think I've played it far enough in to say much else from what I have already, but needless to say, another great step in the right direction! Oh, and I'll try to get those load times submitted whenever I get the chance to do a full run. From my initial observations though, the game is running much more smoothly, even in heavily lit areas now, which is awesome.
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Vasae

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Re: ARMS RACE v0.6.1 / v0.6.2
« Reply #27 on: February 17, 2014, 09:22:53 PM »
Further feedback from the Vasae Adventure Logs.

The loading times are in the order of 1-6 seconds which is a substantial decrease in time from the almost a minute loading times they were. Major improvements in that sector all around. Found some new room layouts, all of them awesome. Especially the layout with the swarms of Skeeklings. If you're not using a weapon with wide spread you're in for a really bad time. The only other thing I can say is Giant Gobeling.


Seriously. Giant Gobel.

Deltius

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Re: ARMS RACE v0.6.1 / v0.6.2
« Reply #28 on: February 19, 2014, 11:39:58 AM »
Hey everyone!  I haven't gotten to play as much of the newest build as I would like, but I did get my hands wet with it and figured I throw in my two cents!
To start off; the Beastkeeper is very fun to play with in my opinion. She plays very smoothly and her speed seems great. I'm also loving the whip and the wideness of it's arc!  Loving swinging it around!   

The new monster and hockey puck of death are great and dangerous!  Seeing some new enemies really freshens up the game!  Hope to see more soon!

I am also enjoying the picking up/throwing features alot!  Picking up a crate and throwing it at a plague rat is just so satisfying!  However I seem to be having trouble throwing inventory weapons.  I tried both taping and holding spacebar but I simply just drop the weapon to the ground. I also am unsure how to complete unequippt  items to go barefisted. Maybe I'm just missing something xp    Finding new weapons and being able to swap out your primary is very fun and refreshing aswell!

Overall seems fantastic, guys!  We can tell y'all worked hard on the build as you guys always do!  Keep up the great work, fellas!


 
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Ryan Baker

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Re: ARMS RACE v0.6.1 / v0.6.2
« Reply #29 on: February 19, 2014, 12:21:03 PM »
Good point about no option to "unequip" your primary and go barefisted manually. That's an oversight on our part - we'll figure out a fix - probably just the ability to swap your primary into an empty item slot, leaving your primary slot empty.

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