On 6/21/01 4:56 pm Tom wrote: > I think this game will be quite popular once it is put into full advertisement.
I hope you are right. One thing I realized, playing and watching people play today (and getting your suggestions), is that there is still a whole world of multiplayer strategy and features to be worked out here. For example, in single player the caves are an interesting diversion, but in multiplayer they are a major strategic element.
> That final level is something to behold.
Glad you like it! Everyone went the extra mile to make the city level, and especially the last map, special.
> We only ran into a couple of problems. The most severe occurred again on a 'caves' level, when the game basically ended up in limbo. Three of us had died and the fourth guy entered a cave, but never came out.
Okay, it's on the list (actually, on the sticky note) to be investigated.
> As Leftley noted, we ran into a bit of confusion over the trench replacement.
Hopefully fixed now. There actually was a pattern to this madness...if a straight piece or a cross had a line to the dragon on one side, and another piece on the other side to the West or North, then it was incorrectly reporting that it wasn't hooked up to the dragon. In all other cases it would report accurately. As you can imagine, this took a while to track down...
> A couple of us also felt that, in multiplayer, it would be better if the exit location weren't so one-sided.
Yeah this is what I think of as the "Spuzzum problem". I don't want to put exits in the middle of the screen because then the games are too short (except on the last map, since we add in that little complication). However, the suggestion of making sure that the exit moves further away from the winner sounds good.
> I think it would be funny if the mice could "eat" through your trenches.
An interesting one...during internal testing, when the elephant fired at one of your trenches, if he couldn't find a good replacement trench, he would just blow away the one you had. This turned out to be too annoying and too hard to notice so I removed it. Will have to think about it for the mice.
> I'll think about the advertising angle a bit as we are doing the same for the system as a whole.
Yeah I'd love to do some brainstorming on advertising. It sounds like many of the game lists on the net are incestuous black holes...but there must be a way to get to people who would be interested in playing BYOND games. |
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