Author Topic: BRUTE FORCE v0.4.2  (Read 3184 times)

Coby

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Re: BRUTE FORCE v0.4.2
« Reply #15 on: November 04, 2013, 10:45:25 AM »
@Quady14: Yeah, if any room will have performance issues, it is the jail. I actually had to do some optimization stuff before sending the build to even get it to run as well as it currently does. There will be another wave of optimizations, perhaps for the next build, that should alleviate performance issues on a huge swatch of machines - at least those that are not GPU constrained.


Regarding the extra jail cage....no comment :)


@Don Friday: Yes, hopefully the updates to both dungeon and room randomization make the overall flow of the game better. Also, once weapon drops are in, you won't (hopefully) be stuck with a crappy weapon like the machete for so long. I think both of those things will help, although unsure if it will be enough.

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Don Friday

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Re: BRUTE FORCE v0.4.2
« Reply #16 on: November 04, 2013, 12:18:55 PM »
Certainly weapons / items will have a major impact to everything and I look forward to start seeing them.
After thinking on it a little more my I think I hit some conclusions and here is my thought process:

My first instinct is to say rooms are too big. However it's really tough to say that is an issue because I know theoretically there will be non-combat type rooms to break up the gameplay.

So then I go back to hunting down enemies. In comparing to games that I feel are in spirit of DD, Legend of Zelda series (non-polygonal versions), Diablo, and Binding of Isaac, you are rarely having to chase the enemies. As opposed to when I hit a bat or a slime and then have to run to catch up to it to hit it again.

Then I consider that a major concept of DD is its "pinball" nature. Maybe enemies that have a higher potential to fly away, like bats & slimes, then need to be agressive and come back to you faster. As opposed to ghosts/spiders who I wish would stay the hell away from me :)

I really do like the bounciness and it will be one of the stand out features. I look forward to the tales of how chain-reactions screwed us over, like having an expoding rat bounce right back into me. I just don't want it to slow down the overall pacing for when those moments aren't happening. Maybe I can't have my cake and eat it too, unless every room is lined with springs? Which sounds terrible and amazing at the same time.  ;D

Doomspeaker

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Re: BRUTE FORCE v0.4.2
« Reply #17 on: November 04, 2013, 01:14:33 PM »
So then I go back to hunting down enemies. In comparing to games that I feel are in spirit of DD, Legend of Zelda series (non-polygonal versions), Diablo, and Binding of Isaac, you are rarely having to chase the enemies. As opposed to when I hit a bat or a slime and then have to run to catch up to it to hit it again.

Then I consider that a major concept of DD is its "pinball" nature. Maybe enemies that have a higher potential to fly away, like bats & slimes, then need to be agressive and come back to you faster. As opposed to ghosts/spiders who I wish would stay the hell away from me :)

There certainly need to be enemies that can stand your blow. I can predict that those will create quite some tension when encountered.

petelectro

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Re: BRUTE FORCE v0.4.2
« Reply #18 on: February 11, 2014, 05:01:55 AM »
Is this the current build? Just wanted to be sure before I download and try it.

Doomspeaker

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Re: BRUTE FORCE v0.4.2
« Reply #19 on: February 11, 2014, 06:58:21 AM »
Yes, for now 0.4.2 is the current build. There will be an update to 0.6.0 soon though.

Frosty Gunman

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Re: BRUTE FORCE v0.4.2
« Reply #20 on: February 11, 2014, 08:01:17 AM »
When is it coming though? I got in touch with PS last week and they said "this week it will be submitted" < that means last week just to be clear.
I'm really eager to try the new gameplay elements in 0.6.0

Coby

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Re: BRUTE FORCE v0.4.2
« Reply #21 on: February 11, 2014, 08:52:19 AM »
Last minute clean up occurring and the new version will be 0.6.1 for some additional things we had to change. I will post a new thread here when submitted and get started on the lengthy build log - either today or tomorrow.

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Quady14

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Re: BRUTE FORCE v0.4.2
« Reply #22 on: February 11, 2014, 11:16:44 AM »
Oohoohoo, exciting times as always! Can't wait to jump into the new build! :D
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Vasae

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Re: BRUTE FORCE v0.4.2
« Reply #23 on: February 11, 2014, 12:18:21 PM »
Last minute clean up occurring and the new version will be 0.6.1 for some additional things we had to change. I will post a new thread here when submitted and get started on the lengthy build log - either today or tomorrow.

Oh man! So excited!!

 

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