infidel
StarInfidel
- Joined
- May 6, 2019
- Messages
- 497
Yes, the next version will unlock the other three music tracks I have (had to rework music/sound system for platform reasons).
Money is a spam object that's useless for now but I'm hoping once I expand the game you will use it for various purposes. I like the idea but you're usually chased by the law so I don't think this would work All the other items are used by the host.
I'm not sure I understand what you mean. The core idea is to have separate difficulty settings for every major part of the game. So far it's survival, evolution, timeline and the group. Another idea is to have the player choose only once they access the thing. Evolution difficulty relates to all evolution process and changes how many of the free improvements you get (4/2/1), max improvement level (3/2/1), host degradation speed and total amount of habitats that you can have in the game. So the setting you choose will be in effect until the game ends.I wanted to ask about the difficulty system, what made you decide to give the option to change it after evolution stages? Far as I could tell, it only changed parameters regarding to the next core evolution stage? I didn't see the point in it to be honest, I'd rather have one overarching difficulty setting set at the start. Or, even better, no difficulty setting at all?
Hmmm. The idea here is that the host acts as a battery for parasite. So if it's on host, the host's energy will be used for every action. If it's without a host, the parasite will use its own energy pool. I'll add to my notes that I need to explain that in the manual (that'll come later).Energy costs: unless I'm misunderstanding, there's energy costs for the parasite VS the host. Those need to be visibly and very obviously differentiated.
Oh, I wanted to ask what dropping items actually does, how deep does the interactivity go? I dropped money on the ground once while being chased, because I assumed they would attract attention and give me some breathing room, but I didn't have the chance to circle back to see if it worked.
Money is a spam object that's useless for now but I'm hoping once I expand the game you will use it for various purposes. I like the idea but you're usually chased by the law so I don't think this would work All the other items are used by the host.
I'll think about differentiating visually the action list and buttons. Noted about the restart message. In the next version I'm working on there's a main menu, and fullscreen is added to the options.The UI would benefit massively from some moving things around/context. GOAL/OPTIONS/LOG/EXIT shortcuts should always be placed last or completely separated and perhaps also have a different color code to signify they are not directly related to things you can do ingame. The message about having to restart / press enter should be clickable too.
Also, F being fullscreen is vital information!