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Post by Daniel Everland on Oct 7, 2014 13:54:18 GMT 1
Ninja Release Mega Thread
Welcome to a new concept for the forum!This mega thread will allow you to directly tell the developers of KoGaMa, exactly what you think of the new release. As always, bug reports will have to be posted in a separate thread, this is merely for feedback.
So, to kick it off, you can use the template below. You're free to write your own, this is merely if you're feeling lazy Do you like the release overall? What are some positive things about this release? What are some negative things about this release? Which feature is your favorite - and why? Thanks for your continued support, we appreciate it! - KoGaMa Dev Team
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exelaratore
Rookie
ALAS, I am awoken from my slumber!
Posts: 47
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Post by exelaratore on Oct 7, 2014 22:01:31 GMT 1
I love these 'Themed' Updates. Cowboy and then Ninja, It would be nice to see some Space and Haunted Themed updates in the near future. I have played around with the new pickups ever since they were released to the public and some things stood out to me. I admire how the projectile of the shuriken doesn't disappear until it falls off the map or collides with a surface, if you shoot some in the sky, they fall in the far distance like meteorites! I absolutely love the ninja-run pickup. The thought of a 'power-up' has always had a ring to it and I can remember suggesting it many months ago. The Speed power-up has many uses which is why I like it the most out of this update. It increases your movement speed and it complements the uses of other pickups because you can have both the power-up and a weapon active at the same time. Rocket jumping and Impulse Jumping is ever more exciting with the new Speed Power-up. Fighting is now much more intense because you can approach your enemies at high speeds. Some things I was disappointed about this update, however, were that the power-up doesn't effect vehicles or mutant. It would be nice to see some way you could pass your friends in a vehicle race without destroying them or taking shortcuts. My favorite feature, however, is that the Speed Power-up also affects the speed of the jet pack you wear. Jet packs have always seemed a bit slow while you travel in the sky, now they're practically like jets!! I haven't been into jet packing too much when they first released, but now I'm very into the idea of high speed jet packing!!
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Oct 7, 2014 22:27:19 GMT 1
Overall Rating: ☆☆☆ / ☆☆☆☆☆
Pros: • Players have been asking for the NinjaRun Pickup for years • NinjaRun can be stacked with existing Pickups • The ThrowingStar Pickups adds more of a variety to our games, allowing for more possibilities
Cons: • The broken sounds emitted when a player runs after collecting a NinjaRun Pickup is rather annoying (see suggestion #1) • The duration of the NinjaRun Pickup's effect doesn't seem to last long enough (see suggestion #2) • The ammunition count for a MultiThrowingStar is rather confusing at times (see suggestion #3)
Suggestions: • Use more of a "windier" sound for the NinjaRun Pickup • Add a settings menu to the NinjaRun Pickup that allows builders to set the duration of the effect, ranging from five to twenty seconds • Have the ammunition count for the MultiThrowingStar say ten instead of fifty, signifying that you have ten shots, not fifty stars (similar to the Shotgun)
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exelaratore
Rookie
ALAS, I am awoken from my slumber!
Posts: 47
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Post by exelaratore on Oct 8, 2014 0:20:44 GMT 1
Cons: • The broken sounds emitted when a player runs after collecting a NinjaRun Pickup is rather annoying (see suggestion #1) • The duration of the NinjaRun Pickup's effect doesn't seem to last long enough (see suggestion #2)
Suggestions: • Use more of a "windier" sound for the NinjaRun Pickup • Add a settings menu to the NinjaRun Pickup that allows builders to set the duration of the effect, ranging from five to twenty seconds
The broken sound from the ninja-run pickup would be nice if it were fixed, but I don't think an entirely new 'sound' needs to be used to replace the current one. I'd like it if the stutters were just removed but the sound kept the same.
I do believe the duration isn't long enough for the speed pickup and there might be reasons behind that, so your suggestion to have the player customize the speed would be totally awesome!
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Post by Jatsu on Oct 8, 2014 3:42:15 GMT 1
Do you like the release overall?Yeah, I think this release is good. Additional content helps add more diversity to the game. In respect to this update, PVP might become a little more interesting. It's certain that the theme of the update will help spark some creative ideas among players in the upcoming weeks. What are some positive things about this release?It's nice to see realistic projectile physics be introduced. While these physics probably won't be implemented for already existing weapons, it adds extra potential for shurikens. For one, it allows the concept of skill shots to be more viable, especially over long distances. Level concepts that come to mind are ones that resemble games like Pocket Tanks or ShellShock Live. Another potential is more diverse PVP combat, especially with the multi-shurikens. This weapon adds a new pattern spread to the game, which makes shooting it into groups of players (or NPCs) more lethal. However, the shurikens do seem to launch slightly off-center, similar to revolvers. Nonetheless, this shouldn't be much of a problem since players will become accustomed to it relatively quickly, as they did with the revolvers. It is also nice to see a new effect pickup being introduced. There are plenty of other effects that could be added still, but one that speeds up movement is probably the most effectual one for Kogama. Most levels in Kogama are designed to rely heavily on movement, so this is a positive introduction to extending already existing level design for creators. The fact that NinjaRun can be combined with weapons and jetpacks is also pretty exciting. Although, it is misleading that if it is being used while entering a hovercraft, that its audio will still be played despite no actual movement bonus. This is probably for good reason, however, since it would be problematic to consider how much faster those blueprints could go if it were effected. Perhaps it could be beneficial to simply remove these effects if a player enters a vehicle blueprint, including mutant, to avoid potential confusion of their uses. What are some negative things about this release?The only thing I feel justified complaining about is the audio associated with the NinjaRun pickup. It's choppy and nonuniform, which causes it to be severely annoying to listen to (it's even worse when it's distorted while underwater). Unlike mutant's audio, it's not even a seamless loop from what I can tell. My guess is that the code for it is a small collection of several randomly chosen short audio clips. To show evidence of this claim, here's an image of three repeated tests of collecting NinjaRun and running in one direction: You should be able to easily distinguish two things from these audio clips: - You should visibly see gaps in between each section of audio clip played. These gaps of silence, on average about 20 ms in duration, are the cause of the choppiness that's heard from the pickup.
- You should also be able to distinguish different sized sections throughout the audio clips. While some sections of same length line up, you'll find that others do not. There's also no discernible pattern that these sections follow. This might indicate that a random generator function is being used, which is a potential cause for time delay between clips and thus its choppiness.
I love the fact that the devs decided to do something unexpected and creative. However, it just doesn't feel like it was executed correctly. The problem with randomly piecing small audio clips together causes the problems mentioned above. If anything else, it makes it feel more like noise than wind, which is certainly not the intended effect! In my opinion, use a longer but seamless loop of wind blowing. Choose an audio clip that is categorized as ambient. It could be possible to still add spontaneity in the audio, if it was wanted, by modifying the pitch or tempo of the seamless loop. Which feature is your favorite - and why?From this update, it would probably be the unannounced change to checkpoints. After the removal of text events when players reached a checkpoint, it became difficult for players to confirm when they came into contact. The new checkpoint's response to players reaching it, by shooting down, is a simple yet effective way to demonstrate contact with the player. It's less invasive to other players while still retaining all necessary information that a player needs. Overall, it is great that this change was made, because it implies the devs are willing to reevaluate older features and consider if they can be improved upon or expanded, which is something I'd love to see more of.
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jamie
Expert
Hai m8s
Posts: 58
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Post by jamie on Oct 9, 2014 17:27:27 GMT 1
Yeah, Like Exel said. These Cowboy and Ninja updates is great . and im really thankfull. and i saw the new Animation to the Checkpoint. Look cool. and these new updates will make more maybe realistic games? i dont know. Because Kogama is very random in project. And thats epic
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Post by OmegaΩevolution on Nov 4, 2014 17:57:16 GMT 1
I can't wait for the new update maybe the devs should release a space or wizard themed update
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