GUI.Text(new rect(
screen.width/4,
(screen.height/4)*3
screen.width/2,
screen.height - ((screen.height/4)*3 +200) >0?200: screen.height - (screen.height/4)*3)
,"Press any key");
Gorsh Gobbler Wrote:Hello, long-time lurker, have been interested in this game for a while, wanted so much to try it. Finally, an alpha! Imagine how pleased I was.
Now, here's my list of problems I ran into. Some are questions about the design so far and some are bugs.
-Firstly, no main menu means no loading as far as I can tell. I assume saving/loading will be implemented later, but not seeing it is slightly disconcerting.
-As soon as the game begins, there's just a flying ship. The game itself needs to teach you how to play it in one way or another, and to be honest, using the numpad is.... Unusual. It's not something most people will think of. So, there needs to be either a better option as the default, say, E, or there needs to be a prompt telling you it's the action key.
-The intro sequence didn't work right for me until I turned the graphics down. The ship just crashed and there was no black transition or fire, so I was stuck there.
--By the way, the lack of sound or music in the opening sequence.
-Going from 3d semi-animated cutscenes to cropped screenshots is not overly enjoyable.
-The arrow keys, for a gamer, are not intuitive. Like the 0 key, there needs to be a tutorial box or the default should be changed to something more intuitive, like the mouse.
-The game doesn't tell you how to complete your first mission! It's just 'clean Room 1'. Well, where's room 1? There's no signs on the rooms you have, so if they aren't the rooms, THAT needs to be explained. Basically, you aren't told where you are in relation to anything.
-AND it doesn't tell you that you need to be in the right costume and that you have to manually change to that costume, nor is it apparent that the floating doors you placed as a change sheet is a place to change clothes. This needs to be either explained, or somehow made obvious, for example, by making interact-able objects glow.
-Oh and when I made it through the first door, I spawned and fell straight through the floor into the abyss of eternal nothing. And pausing the game gave me no option to, say, restart, because there was no main menu to the game.
So it all comes full circle. Honestly, I hope you work more on this game as I really want to see where it goes. It's just that the execution of 'the game' isn't there yet. I get that it's alpha, but that IS why I would like to see problems ironed out now so that they don't become a downside later when the entirety of the game is built around it.
Toodles~!
BinaryHedgehog Wrote:I'm having a problem, after going to do my assignments, I keep spawning under the floor when I go through the door. Is there a way I can prevent that?
BlueLight Wrote:So for the press any key text, i suggest you use code like this.
- Code: Select All Code
GUI.Text(new rect(
screen.width/4,
(screen.height/4)*3
screen.width/2,
screen.height - ((screen.height/4)*3 +200) >0?200: screen.height - (screen.height/4)*3)
,"Press any key");
..... boy that looks ugly.
You need some way to make the text bigger and i think this will do. Also doing that boxing affect doesn't help at all.
Matpneumatos Wrote:BinaryHedgehog Wrote:I'm having a problem, after going to do my assignments, I keep spawning under the floor when I go through the door. Is there a way I can prevent that?
What door is that? you where doing anything weird while you were opening the door, runing, jumpig, crouching? that will help me to prevent that from happening. Thanks for your feedback!
BinaryHedgehog Wrote:Anytime I try to open the large door at the end of the hallway well Krystal's "room" is, I fall through the floor! What exactly did you do when testing it?
Matpneumatos Wrote:-I use the arrow keys for the camera because i'am a console gamer, and i thought, what resembles the most to the right analog stick on game consoles, and i thought it was the arrow keys, and since the numpad is next to the arrow keys they play the role of console buttons. But game controls are not definitive, i really need suggestions for game controls!.
Matpneumatos Wrote:-The rooms have the number in a sign outside of each one, but maybe it is difficult to get there, so maybe i should make a map, or place some signs on the hotel.
Matpneumatos Wrote: a new version should be released soon, but i really need suggestions for game controls, i don't like using the mouse, because i'm a console gamer, but maybe that could be an option.
Gorsh Gobbler Wrote:That's fair. Though I think the main problem I had with the arrow keys is more the weird directions. Pressing up looks east, pressing right looks blue, I don't know. Exaggerated, I know, but that's how it kind of felt. It would be nice to be able to alter the controls in-game.
In any game, the controls should feel intuitive. I do like the layout, seperating the hands and all. It's something few games do in my experience. You can keep the arrow camera, but some people like horizontal inversion, some like vertical, some like neither and some like both. The way it's laid out in the game just feels weird, honestly, and to change it, I need to quit and restart each time. So, yeah, in-game control menu would be nice. I dunno how difficult it would be to implement, since I've never touched Unity (Hell, I've barely used Gamemaker.)
Gorsh Gobbler Wrote:That would also be helpful. The general idea is that there needs to be some clues as to what you're supposed to do, whether the game straight up tells you, or a character gives you directions.
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