Grid Sage Forums

Grid Sage Forums

  • May 04, 2024, 10:29:16 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

News:

LINKS: Website | Steam | Wiki

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.

Topics - ukulele

Pages: [1]
1
General Discussion / Newbie Impressions: 1st Run
« on: September 20, 2016, 11:43:32 AM »
Tutorial is pretty helpful, given trying to first navigate around all the menus. the basic menu is the key one to get chugging.

General Impressions of a first run:-

> I was really happy the arrow keys were allowing a single move (cautiously does it).

> It was a lot of fun right-clicking things and getting info: "What's this?" ; "Does this do anything?" and the feedback is good here.

> I found some terminals and immediately wanted to press some buttons. Though I did not find it easy to know what they do at first.

> I was doing well sneaking around and ensuring all the slots were being filled up and I had spares in my inventory... when,

> Suddenly a mini war broke-out which I'd tried to avoid: It was fun as a host of items appeared.

> Gobbling up items was very rewarding.

> I got stuck later on with trying to add a bigger inventory slot thing and it would not automatically fit into the other slots like the weapons, propulsion and utilities did automatically by drop&drag (I already looked at the sea of keyboard commands and mentally tagged "for later..."!) I know having a bunch of storage for replacing burnt out bits is going to be vital, so this was a bit annoying wondering what to do...

> The "one more move/decision/what's this?" aspect of the game is very very addictive/'moreish'

> The intel on enemy robots hostile status or otherwise is v useful. However it was not clear to me if the scouts could see me or not and hence if I'd been detected which was something I'd like to be more clear on a first play-through: "vision field?"

> I really liked all the context-menus eg the calc, the announcements log etc. Useful and immersive given the sheer number of stats everywhere is swamping in detail for a 1st run.

> My second run-in with a bunch or robots, I ran away from scouts and then some mercs came after me: Fortunately I'd quickly learnt to equip weapons and replace degraded stuff for fresh stuff (green) so it went well enough. I tried to hack more things but got detected and watched the trace rise after a couple more hacks.

> Found more stash but was stuck with the small (4 items) storage still... I found it a bit annoying having to drop things then equip then pick up again: Which was due to low storage and not knowing how to get more storage going I guess.

> Having spent a lot of time in the F1 mode looking at info and all the above events, after downloading, installing and making everything work, I decided to save+quit at this point and grab some dinner.

=

Good thing is the game seems really chilled given you can deliberate and take your time and there's plenty to think about, and the game world is really vibrant too (the tile mode is really good).

I'd say if any of the mistakes made by me above are spotted and are simple to avoid, then those might be good areas to tweak if possible for the new player experience to really bounce eg storage headache I was having might be one? Hope that is helpful feedback. The other area I was perplexed, is that I ran out of slots (obviously lower at the beginning) but was wondering how that is to be resolved and also the energy usage: I tried to use a fire-thing to burn through walls (before I later saw "mining claw") and it ended up expending a lot of energy...

I guess in part these are "learning the roguelike way" tbh. Maybe that is the expectation component on the part of the player to the game design /tutorial component.

2
General Discussion / "Taking Traditional Roguelikes Mainstream."
« on: August 29, 2016, 04:27:31 PM »
Coincidentally I was looking into buying a cheap portable computer for doing work on while commuting, and first thing I will do tomorrow is replace Win10 with linux (probably a minimum install) to boost performance (!).  ;)

So it made me think another area cogmind does well on is Low specs make it perfect for cheaper computers or old hardware.

Not a massive insight, but a good basis given many games are so demanding on hardware and hence price. I definitely select games based off how simple their specs are.

I look forward to listening to this part (on boosting mainstream appeal/enjoyment) of your speech on going from hobbyist to full-time RL dev. I definitely think the dynamic environment (simulation), the info-rich dynamic GUI/HUD (& info-rich interrogation of the environment by the player/cogmind too!) and ideally multiple playstyles are key to boosting appeal more broadly to more players? Of course the quality assets really helps here for players who can't get into ascii (me for example).





3
Just browsing the first dev post I made a bee-line towards (information) and really enjoying it, I was thinking about:-

Quote
System Corruption

To a degree, both robot and map knowledge are susceptible to interference from system corruption. Once Cogmind has been corrupted, low-level Sensor Arrays will sometimes report false signals (the number of false signals increases with the degree of corruption), and you can lose map data for previously visited areas!

There could be the sort of animation/disorientation that you get when your tv is not tuned properly and all that grainy-fuzziness interferes with the picture?

The false signals idea is already tending that way, but it's maybe extending that idea a bit. Anyway at this stage of dev, probably another_idea^x!  :o

The 'unity of aesthetic' in cogmind fits so well the mechanics and the visuals and the UI and of course map/world info which this particular blog 'Information Warfare' conveys especially well.


Pages: [1]