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Author Topic: Castle Story - Castle building RTS with mining and 'splosions. Still devin'  (Read 69935 times)

ragnar119

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So, anyone test it? How is the early game build?
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Leyic

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You can build stuff and get a feel for what the logistics are like, but it's just a sandbox with no gameplay elements that I've noticed, and pathfinding is a bit of a problem at times. The default map is also sort of a pain, but the map editor is included and there are already some user maps on the forum. It's interesting to get on every now and then to build up your castle a little more, but it gets old fast. Basically, a typical alpha lacking in content. Seems stable, at least.

ScriptWolf

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Does it still use that really annoying thing where you have to press shift or alt to make the camera move about like normal ?
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azurelao

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nope. camera can be controlled by the arrow keys.

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lordcooper

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You can build stuff and get a feel for what the logistics are like, but it's just a sandbox with no gameplay elements that I've noticed, and pathfinding is a bit of a problem at times. The default map is also sort of a pain, but the map editor is included and there are already some user maps on the forum. It's interesting to get on every now and then to build up your castle a little more, but it gets old fast. Basically, a typical alpha lacking in content. Seems stable, at least.

+1

I can see that there's a pretty fun game here just waiting to be let out, but it's about as alpha as you can get.
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Aklyon

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Camera controls are arrow keys (or wasd), with the the mouse wheel or z/x. Shift can be used if you want to use q/e to change the angle instead of arrow keys, or to change the effect of the mouse wheel.

Edit: Screenshot (1366x768) http://cloud-2.steampowered.com/ugc/542955513226182772/C4F1EEC42751FC8352E012BEAEFB72BA2BFAD239/
« Last Edit: March 20, 2013, 08:53:14 pm by Aklyon »
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Crystalline (SG)
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

lordcooper

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Anyone know if it's possible to remove blocks you've already placed?
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Aklyon

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Anyone know if it's possible to remove blocks you've already placed?
Select the same kind of blueprint block, hold shift, click the block. it should get a yellow highlight and will get hammered soon.
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

kaian-a-coel

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Controls hurt my mind. I spend ten minutes attempting to move the camera correctly, and ten others attempting to extend a tunnel.
Aside from lack of content and horrible controls, this is fun.  :)
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Ozyton

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Okay this may sound dumb, but I don't know how to get past the first screen. I agree to the introduction thingy, then it asks me to log in using the account you create at castlestory.net which you cannot seem to create because there seems to be no option to. Is it talking about making a forum account???

EDIT: Was looking at their forums and apparently I need to click the button that doesn't work. Hmmmm....
« Last Edit: March 21, 2013, 01:29:07 am by OzyTheSage »
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Markus

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Quick question:Have the enemies been expanded since the demonstration videos?
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Aklyon

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The enemies aren't in the prototype/alpha/beta unless you activate the debug menu.
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

ScriptWolf

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The only thing which has been done to the game is a radial menu, and they sorted their shit camera options, that was 5 months work and bug fixes of course. They are not even in alpha yet still in prototype...
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bQt31

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what the hell are they doing with this?  :-\
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nenjin

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They're still doing regular updates on their webpage, looks like about once a week.

It's kind of annoying though when people get your money through Kickstarter, and then refuse to post even the slightest of updates. Every single project I've backed on KS has continued to do email updates, even the devs that said they'd prefer to use something else. Even if it's just "New updates posted at (our website)."

I don't care if they've notified you they're going to not use KS updates. People paid money through Kickstarter, they should not have to chase YOU the developer across the internet. I've heard several justifications for why KS updates are bad....but frankly if a dev finds 3 sentences too hard to put into a Kickstarter update, I question if they actually give a shit about updating their backers. People don't need giant fancy freaking banners and formatting; they need to hear you're upright and still working. A couple sentences every couple of weeks satisfies that. If that's too much effort, then I guess someone doesn't honestly care whether you know about their project or not. It's like, your project isn't the only one I'm backing. I've got 11 other games to follow. If I had to go to each of their forums to find out what's going on, I wouldn't know shit about what any of them are doing!

I dunno. It just pisses me off that people seem willing to use Kickstarter to make money, then completely unwilling to use it to keep people informed. As if what's more convenient for the dev should trump what's most convenient for the people that empowered them, drummed up backers for them and basically made the project possible.

Anyways, I haven't followed squat about CS since the prototype release. So while work is getting done, it's going to take someone motivated to find out what that actual work is. Because I'm not.

That said, here's their "roadmap" they posted a few weeks ago:

Quote
Game  modes
        Arena Mode

        Arena mode will be the first competitive multiplayer mode. The concept behind this mode is as follows:

        Each player owns their own, individual island, and has to build a castle on it while also trying to destroy the opposing players’ castles with catapults on their own island..

        In this mode, there is no form of direct combat between bricktrons. The principle goal is to destroy the enemy’s castle at range from your own island.

        There is no connecting of islands, or invading, with bridges.

        A primary goal of this gametype is to have the tallest castle by the end of the round..

        This mode currently requires more testing and is subject to change.
            Leads to Co-op mode

            Co-op mode is the logical next step from arena mode, since once we have players able to connect to a server, it will be much easier to work on interaction between players.

            (This gameplay could appear after the release of the beta)
        Survival Mode

        We’ll more than likely be able to show you guys a video next week about this game mode, though it is still pretty far from it’s final form. It’s pretty self explanatory.

        The idea is to build a castle, then defend it from enemies in timed rounds.
            Leads to Exploration mode

            This is a more freeform mode, where you will build your castle without fear of constant attack. Corruptrons will still be there, but they’ll just randomly wander around the map rather than focus on attacking. They’ll act more like wandering creatures than an organized army. The idea is that you’ll be able to explore the map and build how you want. Of course, refining our LOD system is very important for this mode. There is a lot of potential for big and interesting maps in this mode if we can overcome our current map size limit.

            (This gameplay could appear after the release of the beta)

    Objects
        Catapults
            Needs to be fixed and reworked for the arena mode.
        Doors
        Torches
            Needs deferred rendering for them to work correctly
        Mines & underground tunnels
            They need to be reworked and tweaked

    Engine
        Distant LOD
            leads to world sizes bigger than the current 1024 limit.
        Pathfinding
            This seems to be our daily grind quest. Pathfinding is critical since it’s such a large part of the game’s core mechanics. There are a few new things that we want to add in, along with fixes that could really enhance the quality of the game experience.
        Save/Load world
            For multiplayer sake we need to create a new save and load system that will help us out in the future
        Soldier and archer spawning system
            Requires things like new materials for swords and such. A major aspect that needs to be handled for survival mode.
        World Editor
            Fix and tweak to make it more usable.

    Graphical
        UI
            Big revamping needed
        Normal Mapping
            Will allow us to add more detailed objects without having to add geometry or to fake details in the textures.
        Deferred Rendering
        Night & Days
        Torches
        Shading in general
        Depth Buffering
            Will allow a better way to do selections

    Sound
        Adding new sounds & music
        Fabric as a fallback for Wwise

This covers a fair bit about our plans for the future. But there are still a lot of other things that need to be done that aren’t directly tied to the game’s development, but that need to be done regardless.

Man as I sit back, it blows my mind how much money these guys made compared to professional dev houses who have already published their games.
« Last Edit: July 22, 2013, 05:52:26 pm by nenjin »
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