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PermaGrin

Former Developers
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Posts posted by PermaGrin

  1. Hey guys,

    A buddy (coworker) and I, along with a few others just got our game released the other day.

    Candlelight

    description

    "A world cast into darkness... but there is hope. A lone candle must journey through a dangerous land to bring light back to the world. After a mysterious entity extinguishes all the candles in the land, a lone surviving candle sets out on a most important adventure to bring light back to the land.

    Get ready for an adventure that takes the lone candle through many unique and dangerous lands. Visit lost tropical islands, desolate deserts, lava filled volcanoes, vast oceans, dark forests, puzzling castles, and more. Jump, shoot, push, and burn your way through the quest of a lifetime."

    It is a charming little platformer about a little candle trying to save / "relight" his world.

    On PS4 and Steam, soon Xbox.

    https://store.playstation.com/#!/en-us/games/candlelight/cid=UP0518-CUSA01747_00-PIXELCANDLELIGHT

    http://store.steampowered.com/app/451200/

    Check it out.

    Buy it. :P

    Thanks for looking.

  2. Once more get used to the game and the mechanic and "Dos and Donts", you will see SBH become more of a negative impact on a team (Nod) than people realize.

    This mainly applies to time based games.

    SBHs can get over confident in their ability to place and defend a nuke.

    So you end up with either...

    a) SBH dying while trying to reach their target, thus losing out on 1400 bones very death.

    b) SBH being unable to successfully protect the beacon, thus resulting the enemy gaining points and credits.

    *I can recall many games with people yelling at teammates that keep trying to nuke unsuccessfully, ha*

    As mention, in a time based game, "giving" points away can turn out to be not very helpful.

    In the case of "un-reach-able" beacons, sadly that should just be brought to our attention (a screenshot of the location) and possibly just fixed through the game itself. Currently the beacon seems to be placed at your feet and then it drops straight down on to the first thing is hits. This can result in getting beacons into unforeseen places.

  3. Has been brought up before. My may look into something like this in the future. Something at least as simple as hit "M" to see an overview.

    My personal dream, so do not hold the team to it, would be to eventually get Squads if not a Commander also. Then at least through Squads, do a sort of Battlefield thing where the leader can plot waypoints. Then those can be seen on the map and world and provided bonuses, just like BF.

    And Commander mode....but that is waaayyy off.

  4. I recall asking Frank long ago about a custom track. At that time it would have cost $$$ based on his workload.

    Maybe we can try poking him again.

  5. In the process of being built and final testing.

    Came across some aspects that needed to be addressed which pushed it back some. According to the Facebook feed, should be another day or two.

    Personally, I never crashed on map change. Then we made this 1.1 patch and we(I) encountered crashed on a near consistent basis. Through testing, we think the found where/why/how it crashes. Did some changes and I was able to leave a guy in a server for over 12 hours without a problem.

  6. I think it would neat if we can get to the point to try and add some sort of sound option later on that would allow the user to disable or change the sound if they wish. The "change" would most likely just be through a set we setup or that plus the ability to add your own.

    But at the moment, attention to setting that up is low priority.

    I personally enjoy the sound.

  7. I had made the decision to avioid walkers entirely. I personally do not think they fit into the FPS genre well at all, especially when you mix together the other core C&C units with them. It works for an RTS game, but not a fps/tps.

    How do walkers not "fit" into the FPS genre?

  8. Hardest part would be the "new tech".

    Walkers, underground, etc... The things that made Reborn difficult coming from Renegade.

    Dunno, those might even be easy, just never looked into it personally.

    After that, worst case, modders can port assets over. Since RenX would be the starting base, just like Ren was.

    Tib Sun was my favorite. Firestorm more so.

    Used to make tons of fan maps for that game.

    Modding that game helped my get to making this one in a way.

  9. Problem with maps of that size, is once you lose vehicle production...then it is time for them hiking boots.

    I did not mind Cario too much, pretty neat, but once you lost your WF/AS....zzzzzzzz

    Worst case, once modding capabilities get done, any one can make/add something like that.

  10. Glass in Hand of Nod was a quick / temp solution to give the players the ability to "shoot the windows out".

    Missing the windows, player missed shooting them out at the start of the matches.

    As for the WF glass. Actually the player would never really see it "gone". In the end, it should have shutters that close during vehicle construction, thus shutters that close upon death.

  11. Originally we had removed the reticle all together, for the PIC and Railgun. The thought was to make seemed "toned down" VS infantry while still being able to hit larger vehicles.

    For the shotgun, it just spreads in the circle anyway, never really needed "center" point of reference.

    Through feedback, at least something was added back. May look into this more as time goes on.

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