After every build we’re going to try and do an “Impressions” post, where we gather the most important of the feedback we’ve gotten and put it to use. This is 6 days after the release of the first build, and the young, unstable forum threads and topics are sliding past the first page (anyone that wants to legally bump them would be great).
So now’s the time to think about the next build. Here’s a couple of comments that I thought were very relevant and shows us something we had to do. Feel free to chime in and help us with our brainstorm.
1.) The HUD/GUI – This has been a concern for a couple of people, so it’s our concern now. It’s taking up too much of the screen, and it’s bothersome to click for simple tasks such as moving and attacking. Nailog had already suggested to get rid of it entirely, and I actually may do that, but instead just opening a “mini hud” over the heads of units when you hover over them for a second. This will have thier stats and special abilities, but things like moving and attacking will be done just by clicking on the proper target.
A random comment to back this up (not Nailog, discussed that already):
I can see a lot of work went into this. Presentation is very nice, unfortunately controlling your army is kinda awkward. Having to click each individual soldier and then moving over to click the “move” box is really cumbersome. Why can’t i just select where I want him to move after selecting him by left clicking on the field. And then just right click an enemy to attack him. Great base engine though.
The problem of micro-controlling your army can be fixed as well with multi-selection and temporary ai switching, however I’m not sure if that idea will make build 2 or not.
2.) The Graphics – While at one point during the development process I decided to beef the graphics, I had changed my mind and instead made them not-placeholder. Currently the graphic style is in limbo – Pixelled soldiers but with photoshopped backgrounds and low-res scaled textures? Gross. I figured because we were focusing on the engine, many people would not notice in the first build. Wrong.
Comments used to back this up:
The graphics is very low-def the game would work a lot more better with high resolution textures.
And a bunch of other less-helpful ones like “graphics could use some work” etc.
I think first off, we need to establish a set style for our game. We need to stop being lazy photoshoppers and get down and pixel those huge annoying trees. After I do all then and don’t scale them, it should look nice. However, it will run slower, but I have some optimization ideas in mind. (By the way, we had 0 complaints about the game speed as of now! Great!)
3.) Glitches – So far (and I’m proud of this, mind you), there have only been two detected bugs with the game. I’ll list them here:
Guys getting stuck in stuff/on other people – This is a collision glitch we are aware about, and we’ll try and re-write the collision system for the next build so this doesn’t happen. It’s recorded in this humorous account from a player (DataRealms forums):
Interesting game. I always though a movement system like this would be neat. It does end up being a lot more work to do it this way, however.
Exhibit A:
http://dl.getdropbox.com/u/2149322/screenshot100.png
Can’t get out of that spot even though there is plenty of room. Also, there was a crossbowman in there that was stuck and forced to shoot this poor bugger point-blank in the forehead to dislodge himself.
There was only one enemy left, too. He was a crossbowman as well. He got stuck in a wall, just like Keith here. Unfortunately, this made it difficult for everyone to finish the battle and go home for lunch.
All in all, interesting premise for a game. Good luck.
Yeah, that needs being worked on, I think. It’s on the to do list (by the way, the official checklist won’t come out for a little bit more, so don’t expect this to be it – it isn’t!
Health dropping below 0 for a split second just before death – While I actually never saw this one, apparently a couple of people have. They didn’t give much information other than that, so I’ll have to find it. Shouldn’t be hard, shouldn’t take long. :)
4) Annoying Music Loop – We’re aware of this – our music producers are working on this at the moment and will fix the loop. Also, on a very related complaint, people have said that The menu music didn’t fit the game. That’s ok, considering that it was just temporary all along and it will be replaced soon. ;)
Otherwise, no complaints about the battle music.
And besides all that, there were ALOT of good comments. More than there were bad ones (actually, there were no bad comments. Everyone that had something constructive to say also had good stuff to say and they liked the game.)
That’s all for the first week (almost a whole week, whatever) of impressions. I’ll post up the checklist next, most likely. :)
Feel free to support Bleare Kingdoms in these topics:
Game Torpedo Forums – http://www.gametorpedo.com/forums/index.php?showtopic=76
Game Torpedo Site – http://www.gametorpedo.com/projects/bleare-kingdoms
NOD – http://nationofdesign.7forum.info/general-chat-f3/bleare-kingdoms-build-1-released-t1248.htm#28123
TGC – http://forum.thegamecreators.com/?m=forum_view&t=158776&b=2
YYG - http://www.yoyogames.com/games/show/98648#
GMC – http://gmc.yoyogames.com/index.php?showtopic=449495
GGE – http://www.greatgamesexperiment.com/game/BleareKingdoms
GameJolt - http://gamejolt.com/freeware/games/strategy-sim/bleare-kingdoms/884/
GameJolt forums - http://gamejolt.com/community/forums/topics/bleare-kingdoms-strategy-rpg-build-1-released/162/
DA – http://sunnykatt.deviantart.com/journal/27582752/
DR – http://www.datarealms.com/forum/viewtopic.php?f=7&t=16751
YYGF – http://87.117.195.66/forums/4/topics/30597
DDNN – http://www.ddnnteam.com/game-wip-s-beta-incomplete-f4/bleare-kingdoms-build-1-released-my-game-t4353.htm#77799